Under Night In-Birth/UNIST/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 is the game's proper puppet character, much like Zato/Eddie from Guilty Gear, or Lieselotte from Arcana Heart. But whereas most puppet characters have strong mix-up potential, Chaos is all about controlling the neutral game and maintaining the optimal distance from the opponent, while positioning his pet lizard Azhi-Dahaka between him and the opponent. Azhi has big hitting moves that have some invincibility attributes attached to them, and the only time he can be reliably hit and disabled is during the recovery on his moves. You can set it right next to the opponents face and make them scared to act from as far as full-screen, and he can help Chaos lock the opponent down in the corner, since Chaos can passing link Azhi moves into his normals, giving him lots of frame advantage. Azhi helps define Chaos as a character.

Without Azhi, Chaos is somewhat lackluster on his own, as his normals have poor range compared to the rest of the cast, causing him to play defensive until he gets access to Azhi again. His defense is lackluster as well, only having his Infinite Worth and Infinite Worth EXS as reversals. While on the offensive, he has difficulty opening up the opponent, being one of the few characters without having a standing overhead, leading him to rely on Assaults, tick-throws, and cross-ups. Along with that, he has some of the lowest damage output in the whole game, needing specific conditions to even break 3k damage, even with Azhi. How well you do with Chaos largely depends on how well you can outperform the opponent during neutral.

Lizard Gauge

Chaos has a special gauge under his health bar that indicates the status of Azhi-Dahaka.

Green: Indicates that Azhi is available for use. If Azhi is on screen while the gauge is green, he does not have an active hurtbox on screen. After being active, returning to green also restores Azhi's used special moves.

Red: Indicates that Azhi is currently active performing or recovering from a move. During the duration in which the gauge is red, Azhi has a hurtbox and can be killed by any non-A attacks with an active hitbox (this includes special moves and even command grabs).

Grey: Indicates that Azhi has been killed and cannot be called again until the gauge returns to green.

From Trill's Chaos Primer


Strengths Weaknesses
  • Can create very large frame advantage off huge neutral pokes.
  • Has a lot of stagger options to maintain harassment or convert into a hard knockdown from anywhere on the screen.
  • Azhi will track the opponent behind Chaos even while airborne, giving him a very unique ability to leverage jumping in almost every aspect (offense, neutral, defense.
  • Can leverage Azhi in pressure to create throw mixup situations that he cannot be challenged in as safely as other characters.
  • Losing Azhi puts Chaos in a bad place as he's suddenly reduced to only his normals & 6C.
  • Azhi can be destroyed at any time during startup or recovery.
  • Average startups on normals.
  • Only has systematic reversal options (VO/Guard Thrust), and lacks a lot defensively.
  • Chaos can only use each Azhi special once. For them to return, both Azhi & Chaos much reach neutral simultaneously. Improper handling will lead to confusion as you cannot get Azhi to attack.

Character Stats

Health
10800
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
800 -800 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

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 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

5A
5A
Damage Guard Cancel Property Cost Attribute
180 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 2 12 - -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.

2A
2A
Damage Guard Cancel Property Cost Attribute
140 L Se,Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
6 2 11 - -1 -

2A with a pretty big hitbox, only -1. Hits low. Best normal to whiff into as it's total duration is less than 5A. Also tied for fastest normal and therefore a go to mash to get out of pressure. Use for stagger pressure and tick throws.

5B
5B
Damage Guard Cancel Property Cost Attribute
400 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 2 19 - -5 -

Slightly downwards kick. Good blockstring filler and leads into 5BB. It's also got pretty good range compared to chaos's other normals, so it's a good footsies tool as well.

2B
2B
Damage Guard Cancel Property Cost Attribute
400 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
9 3 16 - -3 -

Low kick. More range than 2A, hits low and can low-profile. It also pushes Chaos's hurtbox back a surprisingly decent amount. Good move to poke with. Chaining into a whiffed 2A will make this move -3

5C
5C
Damage Guard Cancel Property Cost Attribute
510 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 3 22 - -7 -

Backhanded swipe that moves Chaos forward. Hits quite high so can miss some low profile animations. Somewhat slow but its range makes it useful in the mid-far footsie range. Combine with passing link to make a strong pressure tool. Chaining into 22A or 22C on block will leave you -4. 22B or force function will leave you -16.

2C
2C
Damage Guard Cancel Property Cost Attribute
580 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
12 3 26 - -11 -

Low hand swipe that can low profile some moves. Farthest reaching normal and great tool to use in footsies. Will cause a short otg-able state to hard knockdown on hit, but if scaling is too high the opponent will be able to air tech. Chaining into a whiffed 2A will leave you -1. Chaining into 22A or 22C on block will leave you -4. 22B or force function will leave you -16.

j.A
j.A
Damage Guard Cancel Property Cost Attribute
140 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
8 2 X+2 - Varies -

Simple jumping jab that points downward. Not particularly special on its own but very important in overhead strings (ie. j.2C > j.A). Will instant overhead Gord, Wald, Mika, and Enkidu if done out of an assault while rising.

j.B
j.B
Damage Guard Cancel Property Cost Attribute
400 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
10 4 X+3 - Varies -

Chaos kicks outward with his leg parallel to the ground. Works as a great air to air and useful for crossing up (note that it wont beat cross-up protection, it'll just let you switch sides after a jump-in). Also sees usage in safejump setups.

j.C
j.C
Damage Guard Cancel Property Cost Attribute
520 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 2 X+4 - Varies -

Chaos does a kick pointed upwards while jumping. Its upward hitbox makes it a decent rising air-to-air. As a jump-in, j.2C is better in every way so you wont use this too much.

Command Normals

5BB
5BB
Damage Guard Cancel Property Cost Attribute
450 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 2 20 - -6 -

Follow up to 5B. Chaos does a reverse kick with a high vertical hitbox. Useful in pressure strings since it moves Chaos forward. Also useful in combos since it launches on hit. Can occasionally be used as a situational anti-air after whiff 5B > 5BB. Because Chaos lifts off the ground in the animation this move is considered airborne and thus is throw invun. It'll also high profile some moves. Chaining into 22A or 22C on block will leave you -6. 22B or force function will leave you -18.

Foot invincible frames 10~11
Ground Throw invincible frames 1~11

5CC
5CC
Damage Guard Cancel Property Cost Attribute
427 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 5 26 - -13 -

Follow up to 5C. Chaos does a diagonal kick. Mainly used in combos as it is not able to cancel into passing link on block. Chaining into 22A or 22C on block will leave you -4. 22B or force function will leave you -16.

Cold Reflection
Cold Reflection
6C
Damage Guard Cancel Property Cost Attribute
640 HLA (Sp),EX,CS - - Projectile
Startup Active Recovery Overall Advantage Invul
14 14 29 - -15 -

Code Reflect. Chaos throws the Chaos Code forward at his opponent. Will absorb ONE projectile and upon absorption Code Reflect's hitbox will expand from where it absorbed the projectile. This move is great for combating your opponent's zoning. 6C is also a very useful mid-range anti-air and can stuff assaults easily. Will wallbounce on hit and you can follow up with a combo on hit by using Chaos' force function roll. It can also be chain shifted on whiff and used to cover an approach. The last five frames of recovery can be canceled into block, but nothing else (Note: this means Chaos will take damage from Enkidu's Havoc).

With Vorpal active, you can chain-shift this move on whiff for a free jump-in during pressure.

j.2C
j.2C
Damage Guard Cancel Property Cost Attribute
620 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 4 X+4 - Varies -

YOU LIKE THAT? Chaos performs Nova's kick from UMVC3. Great downward hitbox and Chaos' staple jump in move.

Dash Normals

66B
66B
Damage Guard Cancel Property Cost Attribute
400 HA Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 2 20 - -4 -

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.

Head invincible frames 9~11
Ground Throw invincible frames 3~9

66C
66C
Damage Guard Cancel Property Cost Attribute
780 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 3 21 - -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
Ophidian
B+C
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
1 - 8 - 33f total duration -

Command roll. Can be used to go behind the opponent. Best to use this move wisely as you can't just mash it out and get a free escape out of pressure. Even upon successful roll through your opponent's attacks, you still have 8 frames of recovery until you can do something.

Head invincible frames 3~26
Projectile invincible frames 3~26
Strike invincible frames 8~25
Throw invincible frames 14~25

Throw
Throw
A+D
Damage Guard Cancel Property Cost Attribute
1570 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 - +22 (hit) -

Excerrento! Chaos grabs his opponent and knees them having them land back in place. Give you just enough time to setup a 22A or go for a low 2B meaty. The hitstun is combo-able but you need azhi in order to follow up. If your opponent chooses not to tech you can also pick up for an invalid combo.

Guard Thrust
Guard Thrust
ガードスラスト
214D
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
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.
    • 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.
  • 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

Note: All azhi moves are cancelable into each other and into any normal as per passing link rules. After using an azhi move it cannot be used again until Azhi flashes white (which will happen when both he and chaos are in a neutral state and the opponent is not in hit/blockstun) or if Chaos uses CVO/CS.

Prey in Sight
Prey in Sight
「あれが獲物だ」

236X
Air O.K.
A version
A version
B version
B version
EX version (2nd hit)
EX version (2nd hit)
A Damage Guard Cancel Property Cost Attribute
650 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 15
Chaos Air: 18
Azhi Air:13~22
5 Ground: 32 - Ground: -8
Azhi Air: -9 to -1
-

AKA swipe. Chaos calls Azhi to do a claw swipe in front of him. Amazing range and probably one of Azhi's best moves. Hits air unblockable. Closer to the ground you are before doing the attack, the more frame advantage you have. If Azhi is in the air when he does this, then he will do the attack while falling to the ground. Has projectile invun making it good against players who try to zone out chaos with fireballs or use fireballs to cover their approach, if someone tries, throw a lizard at 'em! Chaining into a whiffed 2A makes this move +10. Chaining into 22A or 22C on block will leave you +7. 22B or force function will leave you -5.

B Damage Guard Cancel Property Cost Attribute
710 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 15
Chaos Air: 17
Azhi Air: 9
Azhi Ground: 8
Azhi Air: 4
Ground: 32 - Ground: -3
Azhi Air:-13
-

Chaos calls Azhi to do a jumping claw swipe. Good for catching jump outs and can be used as an anti-air. Chaining into a whiffed 2A makes this move +10

[B] Damage Guard Cancel Property Cost Attribute
820 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground:20
Chaos Air:23
10 - - Ground:-3 -

Charged version of B swipe. You cannot charge B swipe if Azhi is in the air. This will pass through an opponent and goes a little bit higher. Good for setting up azhi behind an opponent and for bringing them closer to chaos mid-combo.

EX Damage Guard Cancel Property Cost Attribute
1672 HL CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 1+8
Chaos Air: 1+11
Azhi Air: 1+8
5*2 Ground: 38
- Ground First hit: -2 to -8
Second hit: +38 or less
Azhi Air: +6~+46
-

Azhi does a claw swipe similar to the A version. Great move for punishing whiffs or really just challenging anything in neutral since Azhi is invun. Can be used to cross up if Azhi is behind them by rolling before the last hit. Cancel the first hit into a whiffed 5A or 2A for even more frame advantage.

Throw invincible frames 1~3

Touch of Death
Touch of Death
「噴き付けろ」

214X
Air O.K.
A Damage Guard Cancel Property Cost Attribute
550 HLA - - - Projectile
Startup Active Recovery Overall Advantage Invul
Ground: 19~34
Chaos Air: 22
17 28
Air: X+12
- -3(+13) -

Azhi will breathe one fireball. A decent move for zoning but must be space correctly for any kind of decent frame advantage.

[A] Damage Guard Cancel Property Cost Attribute
550, 550 HLA Sp,EX - - Projectile
Startup Active Recovery Overall Advantage Invul
Ground: 33
Air: 36
17 16
Air: X+12
- +12 ~ -9 -

Azhi will breathe two fireballs. You want to try to use this version more if you can since it gives you excellent frame advantage. This is also your go to meaty move after a j.2C knockdown.

B Damage Guard Cancel Property Cost Attribute
550 HLA - - - Projectile
Startup Active Recovery Overall Advantage Invul
Ground: 19~36
Air: 25
21 28
Air: X+12
- -3(+15) -

Same as 214A but Azhi hops further up. You can get better advantage with this then the A version since it gives the fireball more time to travel.

[B] Damage Guard Cancel Property Cost Attribute
550, 550 HLA Sp,EX - - Projectile
Startup Active Recovery Overall Advantage Invul
Ground: 36
Air: 39
17 16
Air: X+12
- +15 ~ -6 -

Azhi breathes two fireballs like the [A] version but the fireballs move at a slightly different angle.

EX Damage Guard Cancel Property Cost Attribute
1722 HLA Sp,Ex,CS - - Projectile
Startup Active Recovery Overall Advantage Invul
Ground: 1+17~34
Air: 1+20
69 12
Air: X+12
- -41 ~ +96 -

Three fireballs, the last one causes a ground bounce to hard knockdown. Good combo ender for meter combos.

Throw invincible frames 1~3

Repel
Repel
「打ち払え」

623X
Air O.K.
A Damage Guard Cancel Property Cost Attribute
570 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 23
Chaos Air: 26
Azhi Air: 14
5 16 - Ground: +6
Azhi Air: -3
-

Azhi performs a tail whip. Good for starting Azhi pressure or ending in + frames during blockstrings. Makes an alright anti-air as well

B Damage Guard Cancel Property Cost Attribute
690 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 27
Chaos Air: 30
Azhi air: 18
5 12 - Ground: +10
Azhi Air: +1
-

Slower version of the A tail whip but Azhi jumps higher and you get more frame advantage. Similar uses as the A version, although this gives you enough advantage to dash in and reset passing link mid-blockstring if you're close.

EX Damage Guard Cancel Property Cost Attribute
1278 HL Sp,Ex,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 1+13
Chaos Air: 1+16
Azhi Air: 1+9
5 23 - Ground: +19
Azhi Air:+18
-

Azhi does two tail whips that sends your opponent to the other end of the screen. Causes a sliding knockdown. Kind of outclassed by 214C in combos and doesn't have much use elsewhere. It can be canceled into other azhi moves.

Throw invincible frames 1~3

Concealment
Concealment
「潜め」

22X
Air O.K.
A Damage Guard Cancel Property Cost Attribute
1139 HLA Sp,EX - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 37 ~ 96*
Air: 41 ~ 100
2 25 (Azhi) - +28 -

AKA hide AKA bite. You can cancel this at any point during his disappearance to one of Azhi's specials. Otherwise, this move has its own data. It's considered by the game to be the same move as 22B

  • Frame data note: The further away Azhi is from the opponent, the longer the start-up.
  • If Azhi does not hit the opponent (i.e. whiff or block), he will growl instead. This growl is not a hitbox.
  • If Azhi does hit the opponent, Azhi will jerk them into the air.

Useful for frame trap setups. You can cancel into another special move just before the growl on block. Throwing an opponent into this move will let you combo off throw.

B Damage Guard Cancel Property Cost Attribute
1139 HLA Sp,EX - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 64 ~ 123*
Air: 68 ~ 127
5 37 (Azhi) - +28 -

Almost the same as 22A but it is slower. Azhi can teleport before or behind the opponent to attack depending on your spacing.

  • Frame data note: The further away Azhi is from the opponent, the longer the start-up.
  • If Azhi does not hit the opponent (i.e. whiff or block), he will growl instead.
  • If Azhi does hit the opponent, Azhi will jerk them into the air.

Useful for cross up setups and frame traps. You can cancel into another special move just before the growl on block. Throwing an opponent into this move will let you combo off throw.

EX Damage Guard Cancel Property Cost Attribute
1649 HL - - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 1+53
Air: 1+57
2 25 (Azhi) - +28 -

Similar to 22B, but Azhi will always teleport behind the opponent, regardless of spacing. Furthermore, the start-up is always the same.

  • If Azhi does not hit the opponent (i.e. whiff or block), he will growl instead.
  • If Azhi does hit the opponent, Azhi will jerk them into the air.

Useful for getting Azhi into a threatening position (behind your opponent) even at full screen. You can cancel into another special move just before the growl on block.

Throw invincible frames 1~3

Slither
Slither
「にじれ寄れ」

[X]
Air O.K.
A/B/C Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
1 - - - - -

Hold any button to make Azhi move forward toward the opponent. Can be done during block stun or during combos. Can be done with the A, B, or C buttons. A useful way to hold down a button without having to whiff a move is to use A+B to dash, hit back/down-back to cancel the dash, and continue holding A/B. Alternatively Hit D to start concentrating and then quickly hit another button, then let go of D or Shield and start holding a button during the shield.

Supers

Infinite Worth

Barrage
Barrage
「ダイセクトバラージ」

41236D
Damage Guard Cancel Property Cost Attribute
3042 HLA - - - Strike
Startup Active Recovery Overall Advantage Invul
13 2 55 - -39 -

Full screen super, but opponent can block or jump. Useful for full screen punishes vs projectiles (ex. Hyde Orbiter). Fully invincible and chaos's only reversal save for system mechanics

Completely invincible frames 1~14
Throw invincible frames 15~31

Infinite Worth EXS

Profound Revenance
ディープ・レヴァナンス
A+B+C+D
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.

Videos

UNIST 3.3 Chaos 2018 Combo Basics by Trill (Motakshi)

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

External Links


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