“
|
He schemes. Staring down his opponents from behind his glasses. He keeps a beast within,
and a book filled with nothing but chaos. He awaits the chance to unleash his power. The
desire to find his beloved friend, and a comrade who tries to stop him. But which he was
going to pick is obvious... the beast shows its fangs, crushing anything it finds in its path.
|
”
|
Story
The boy who allegedly handles most of the day-to-day operations of Hilda's organization, Amnesia, moving people around like pawns. He has what appears to be a close relationship to Gordeau, who has since left the organization. But now, he has set his eyes on the Licht Kreis, Amnesia's greatest threat. Or, more specifically, he searches for the Crimson Knight, Gordeau's hunter. Now, he sets foot onto the battlefield.
“
|
Please... This logic is both basic and primitive.
One must be in the control tower, where precise decisions lead to victories.
|
”
|
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.
- Flawed Defense: Lacks a traditional anti-air and reversal options outside of system mechanics.
- 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 22]X[ 22C
|
Forward Walk Speed
|
Backward Walk Speed
|
Jump Startup
|
Jump Duration
|
800
|
-800
|
4
|
|
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)
|
200
|
100
|
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 SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = 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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
2
|
12
|
19
|
-2
|
-
|
- 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.
|
|
5B
|
5B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
400
|
Mid
|
N, SP, EX, CS, UNQ [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2
|
19
|
28
|
-5
|
-
|
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.
|
5BB
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
450
|
Mid
|
N, SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
2
|
21
|
34
|
-7
|
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.
|
|
5C
|
5C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
510
|
Mid
|
N, SP, EX, CS, UNQ [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
3
|
22
|
34
|
-7
|
-
|
- 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.
|
5CC
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
427
|
Mid
|
N [hit only], SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
5
|
26
|
36
|
-13
|
-
|
- 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.
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
140
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
2
|
12
|
19
|
-2
|
-
|
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.
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
400
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
3
|
16
|
27
|
-3
|
-
|
- 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.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
580
|
Low
|
N, SP, EX, CS
|
Launch
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
3
|
26
|
40
|
-11
|
-
|
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.
|
|
Air Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
140
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Head, Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2
|
X [2 on landing]
|
-
|
-
|
-
|
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).
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
400
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Head, Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
4
|
X [3 on landing]
|
-
|
-
|
-
|
- 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.
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
520
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Head, Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
2
|
X [4 on landing]
|
-
|
-
|
-
|
- 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.
|
|
Command Normals
6C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
640
|
Mid, Air
|
N, SP, EX [whiff OK], CS [whiff OK]
|
Launch, Wall Bounce
|
-
|
Projectile, Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
14
|
29
|
58
|
-4~-15
|
-
|
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.
|
|
j.2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Head, Air Shield
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
X [4 on landing]
|
-
|
-
|
-
|
Staple jumping normal for Assault overheads. On air hit it sends the opponent straight down to the ground, which allows OTG combos.
|
|
Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
400
|
Mid
|
SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
2
|
21
|
32
|
-5
|
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.
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
780
|
Mid
|
SP, EX, CS
|
Tumble
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
3
|
21
|
33
|
-6
|
-
|
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.
|
|
Universal Mechanics
Force Function
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1
|
-
|
8
|
33
|
-
|
Head 3~25 Projectile 3~33 Strike 8~25
|
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. As of [clr] it no longer has throw invulnerability, so wary opponents can punish you for using this without either distance or blockstun.
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1570
|
Unblockable
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
-
|
+22(hit)
|
-
|
- 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.
|
|
Guard Thrust
|
214D Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
100 EXS, GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
45
|
-12
|
1~15 Full, 16~45 Full on hit
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 Full on hit
|
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
|
|
Veil Off
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
68
|
2
|
[7 (2 on hit) on landing]
|
108 (103 on hit)
|
-14
|
1~91 Full
|
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- 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).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
2
|
4
|
20
|
25
|
+3
|
1~19 Full
|
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- 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.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- 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.
|
|
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
A version A version B version B version EX version (2nd hit) EX version (2nd hit)
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
Normal: 650 Prepare: 250*2, 650
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Azhi Grounded: 15 Azhi Airborne: Till L Prepare: 17
|
Normal: 5 Prepare: 4, 3(14)5
|
32
|
51
|
Normal: -8 Prepare: +26
|
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.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
710
|
Mid
|
N, SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Azhi Grounded: 14 Azhi Airborne: 9 Prepare: 17
|
Azhi Grounded: 8 Azhi Airborne: 4 Prepare: 4, 3(14)8
|
30
|
-
|
Normal: -9 Prepare: +25
|
-
|
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.
|
[B]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
Normal: 820 Prepare: 250*2, 820
|
Mid
|
N, SP, EX, CS
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Normal: 20 Prepare: 17
|
Normal: 10 Prepare: 4, 3(19)10
|
30
|
-
|
Normal: -3 Prepare: +31
|
-
|
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.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
Normal: 333*2, 444, 666 Prepare: 250*2, 333*2, 444, 666
|
Mid
|
N, CS
|
Knockdown
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
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
|
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.
|
|
214X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
550
|
Mid, Air
|
N, SP, EX, CS [whiff OK]
|
Projectile
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Normal: 19 Prepare: 17
|
-
|
[16 on landing]
|
Normal: 59 Prepare: 58
|
Varies
|
-
|
[A]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620*2
|
Mid, Air
|
N, SP, EX, CS [whiff OK]
|
Projectile
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Normal: 33 Prepare: 31
|
-
|
[16 on landing]
|
Normal: 77 Prepare: 75
|
Varies
|
-
|
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.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
550
|
Mid, Air
|
N, SP, EX, CS [whiff OK]
|
Projectile
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Normal: 19 Prepare: 17
|
-
|
[16 on landing]
|
Normal: 61 Prepare: 59
|
Varies
|
-
|
[B]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620*2
|
Mid, Air
|
N, SP, EX, CS [whiff OK]
|
Projectile
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Normal: 33 Prepare: 31
|
-
|
[16 on landing]
|
Normal: 81 Prepare:79
|
Varies
|
-
|
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.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
700*3
|
Mid, Air
|
N, CS [whiff OK]
|
Projectile
|
-
|
Knockdown
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Normal: 1+18 Prepare: 1+16
|
-
|
[16 on landing]
|
96
|
Varies
|
-
|
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.
|
|
623X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
670
|
Mid
|
N, SP, EX, CS [whiff OK]
|
Wall Bounce
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Normal: 23 Air: 14 Prepare: 20
|
5
|
Normal: 18 on landing Air: 21 on landing Prepare: 20 on landing
|
-
|
Normal: +6 Prepare: +3
|
Normal: 1~28 all Air: 1~19 all Prepare: 1~25 all
|
- Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
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.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
690
|
Mid
|
N, SP, EX, CS [whiff OK]
|
Wall Bounce
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Normal: 27 Air: 18 Prepare: 24
|
5
|
Normal: 18 on landing Air: 21 on landing Prepare: 20 on landing
|
-
|
Normal: +10 Prepare: +7
|
Normal: 1~32 all Air: 1~23 all Prepare: 1~29 all
|
- Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
Mostly a combo extender, especially after a 214X or an extender for Azhi corner wall bounce combos.
|
[B]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
540*2
|
Mid
|
N, SP, EX, CS [whiff OK]
|
Wall Bounce
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
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
|
Normal: 1~40 all Air: 1~29 all Prepare: 1~29 all
|
- Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
Gives a hard knockdown. Adds extra damage at the cost of using up a bounce if you don't intercept with Chaos.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
720*2
|
Mid
|
N, CS [whiff OK]
|
Wall Bounce
|
100EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
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
|
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.
|
|
22X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1139
|
Mid, Air
|
N, SP, EX, CS [whiff OK]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Normal: 37 ~ 96 Prepare: 31
|
2
|
Chaos: 44 Azhi: 95
|
-
|
Normal: +25 Prepare: +21
|
-
|
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.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1139
|
Mid, Air
|
N, SP, EX, CS [whiff OK]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Normal: 64 ~ 123 Prepare:
|
2
|
Chaos: 44 Azhi: 95
|
-
|
Normal: +25 Prepare: +21
|
-
|
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.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1649
|
Mid, Air
|
N, CS [whiff OK]
|
Launch, Tracking
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
Normal: 1+53 Prepare: 1+22
|
2
|
Chaos: 44 Azhi: 95
|
-
|
Normal: +25 Prepare: +8
|
-
|
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.
|
|
22D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
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.
|
|
Hold X
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
22 Release X
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
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.
|
|
Super Moves
Infinite Worth
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3042
|
Mid, Air
|
-
|
Knockdown
|
200 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+12
|
2
|
55
|
69
|
-39
|
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.
|
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3760
|
Mid, Air
|
-
|
Knockdown
|
200 EXS, Vorpal or GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+15
|
6
|
46
|
67
|
-25
|
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.
|
|
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
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Chaos Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-05-26 by GoldyDorado01.
Page
|
Completed
|
To-do
|
Score
|
Overview
|
- Created base page with basic formatting
- Add gameplay summary, frame data and new moves.
|
- Expand individual move uses in their own summaries.
|
45/50
|
Strategy
|
|
|
0/25
|
Combos
|
|
|
1/25
|