This page is for an outdated version of the game (UNIST). To see Chaos's character page for the latest version (UNICLR), click here.
“
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.
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.
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.
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 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
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 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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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