Under Night In-Birth/UNICLR/Chaos

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Profile-chaos.png

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.

On the other hand, once he's being pressured himself, he tends to struggle quite a lot. His best standing anti-air is a dash normal, and he has no invincible reversal outside of his supers, guard thrust, and veil-off. His best answer strong offense is to try and escape so he can resummon Azhi. And while his pressure is safe, he has no standing overhead for easy mixups. Opening up the opponent often requires tricking them through assaults, tick throws, and crossups. He also has the lowest damage output in the whole game, requiring specific prerequisites to break 3k base damage. Chaos is very much a character that relies on using his tools to outwit and outplay the opponent consistently.

Strengths Weaknesses
  • Has the ability to attack and pressure opponents from as far as full screen.
  • Can cancel his specials into his normals for great frame advantage.
  • Safe and tricky corner pressure.
  • Extremely limited without Azhi.
  • High technical ceiling.
  • Lowest average damage output in the roster.

Character Stats

10,401 5A>5B>5C>2C>6C>22]X[>22C x x 4 x 4 x x x x x x 1~8 All
9~10 Throw

Health Smart Steer Route
10,401 5A>5B>5C>2C>6C>22]X[>22C
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
x x 4 x
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 x x x
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
x x x 1~8 All
9~10 Throw

Unique Trait

  • Controls Azhi Dahaka, which can be controller 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.
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
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
UNI Chaos 5A.png
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
UNI Chaos 5B.png
UNI Chaos 5BB.png
5B Damage Guard Cancel Property Cost Attribute
400 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 2 19 28 -5 -

One of Chaos best pokes and hit confirms, having 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 -
  • 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.
5C
UNI Chaos 5C.png
UNI Chaos 5CC.png
5C Damage Guard Cancel Property Cost Attribute
510 Mid N, SP, EX, CS - - 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), 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
UNI Chaos 2A.png
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
UNI Chaos 2B.png
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
UNI Chaos 2C.png
Damage Guard Cancel Property Cost Attribute
580 Low N, SP, EX, CS - - 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 whiff 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
UNI Chaos j.A.png
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 be used as an instant overhead on Gordeau, Mika, Waldstein, and Merkava.

j.B
UNI Chaos j.B.png
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
UNI Chaos j.C.png
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
Cold Reflection
コードリフレクト
6C
UNI Chaos 6C.png
Damage Guard Cancel Property Cost Attribute
640 Mid, Air N, SP, -EX-, -CS- Launch, Wall Bounce - Projectile, Strike
Startup Active Recovery Overall Advantage Invul
14 14 29 58 -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. Very slow and laggy however, don't abuse it.

j.2C
UNI Chaos j.2C.png
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
UNI Chaos 5BB.png
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
UNI Chaos 66C.png
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

Snake Around
スネークアラウンド
B+C
UNI Chaos BC.png
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
Throw
投げ
A+D
UNI Chaos AD.png
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
Guard Thrust
ガードスラスト
214D
UNI Chaos 5C.png
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
Veil Off
ヴェールオフ
A+B+C
UNI Chaos ABC.png
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.

  • 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.

  • Usable only when you'd be able to use chain shift.
  • 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
That's Your Prey
あれが獲物だ
236X
UNI Chaos 236A.png
A version
UNI Chaos 236B.png
B version
UNI Chaos 236C.png
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, and is a very good confirm tool that gives you ample time to see if the opponent got caught out.

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. Can catch careless opponents, but typically doesn't lead to much without meter. Prepare version can catch players jumping over Azhi.

[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
Spew Out
噴き付けろ
214X
UNI Chaos 214X.png
A Damage Guard Cancel Property Cost Attribute
550 Mid, Air N, SP, EX, -CS- Projectile - -
Startup Active Recovery Overall Advantage Invul
Normal: 18
Prepare: 16
- [16 on landing] Normal: 59
Prepare: 58
Varies -
[A] Damage Guard Cancel Property Cost Attribute
620*2 Mid, Air N, SP, EX, -CS- Projectile - -
Startup Active Recovery Overall Advantage Invul
Normal: 32
Prepare: 30
- [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- Projectile - -
Startup Active Recovery Overall Advantage Invul
Normal: 18
Prepare: 16
- [16 on landing] Normal: 61
Prepare: 59
Varies -
[B] Damage Guard Cancel Property Cost Attribute
620*2 Mid, Air N, SP, EX, -CS- Projectile - -
Startup Active Recovery Overall Advantage Invul
Normal: 32
Prepare: 30
- [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- Projectile - Knockdown
Startup Active Recovery Overall Advantage Invul
Normal: 1+18
Prepare: 1+14
- [16 on landing] 96 Varies -

More or less a combo ender for times where the opponent might be at a bad position and will fall out of 236C. The last hit gives a hard kncokdown.

623X
Repel
打ち払え
623X
UNI Chaos 623X.png
A Damage Guard Cancel Property Cost Attribute
670 Mid N, SP, EX, -CS- 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- 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 236[C] or an extender for Azhi corner wall bounce combos.

[B] Damage Guard Cancel Property Cost Attribute
540*2 Mid N, SP, EX, -CS- 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- 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
Conceal
潜め
22X
UNI Chaos 22X.png
A Damage Guard Cancel Property Cost Attribute
1139 Mid, Air N, SP, EX, -CS- 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 dissaper 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- 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- 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
Come Forth
出でよ
22D
UNI Chaos 22D.png
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
Slither Up
にじり寄れ
[X]
UNI Chaos X.png
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
Prepare
備えろ
22]X[
UNI Chaos 22 Release X.png
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 while Chaos is doing something else like comboing the opponent or performing blockstrings. It gives new properties to Azhi's moves, it makes him fully invincible, and locks him in place, which can save Chaos from holding down a button to torment the opponent.

Super Moves

Infinite Worth

Dissect Barrage
ダイセクトバラージ
41236D
UNI Chaos 41236D.png
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 gives decent okizeme and tacks on some healthy damage to boot. Not half bad truth be told.

Infinite Worth EXS

Deep Revenance
ディープ・レヴァナンス
A+B+C+D
UNI Chaos ABCD.png
Damage Guard Cancel Property Cost Attribute
3760 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+14 6 47 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 5A/2A -2
X X X
X X X
Gap Table
Attack Chain Frame Gap
5A 5C x
X X X
X X X

Videos

External Links

Colors

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

Customization Unlocks (2000 IP Each)

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


Chaos Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-07-04 by Johhny.

31% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting
  • Add gameplay summary, frame data and new moves.
  • Double-check of frame data
  • Add in any missing data
30/50
Strategy
  • Created base pages
  • Fill in Strategies
0/25
Combos
  • Created base pages
  • Start adding combos
1/25


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