GGST - Happy Chaos 0/1-Bullet Midscreen BnBs
Notation further down the description.
Here are the BnBs I've gravitated towards over the past several days of playing and labbing Chaos. I figure it's good to use a low number of bullets for most combos, and to have combos in case you're out of bullets. Using more than 1 bullet per combo seems to reach a point of diminishing returns, unless you need to add another bullet for a specific confirm (like from 2S) or need to force a wallstick for Deus Ex.
No corner-specific stuff here. If you're close to the wall, you can end one of the juggle combos with 6S into a Steady Aim shot, which will almost always wallstick (gunshots do a TON of wall damage). From there, you can get a super from any range.
Note: Many of these routes will still work if you substitute a c.S for a 5K. 5K is a frame faster than c.S, doesn't have a range requirement, and doesn't lose too much damage, so if you're having trouble, feel free to use 5K for consistency's sake.
Notation:
Point-blank Single Normal Bulletless BnB (Works for all normals except 2S)
5P 236S 66 5K 6S
Ranged Single Normal 1 Bullet HKD BnB:
5P HS 66 5K 2D
2K====
0 Bullet
HKD: 2K 2D
Damage: 2K 6K 236S 66 5K 6S
1 Bullet
HKD: 2K 6K HS 66 c.S/5K 2D
Damage: 2K 6K 236S 66 5K 6K 214S [HS] 214K 66 c.S 6S (End with 632146S, reload, focus, etc.)
Salvage: 2K 6K 236S 66 5K 6K 214S HS 214K 5K 6S (No Super here)
2K/5P/2P Without 6K
No Bullet:
2K 6S
2Px2 6S
5Px3 6S
1 Bullet:
Damage: 5P 5P HS 66 c.S 2HS36S 66 5K 6S
c.S====
0 Bullet
c.S 236S 66 c.S 6K 5K 6S
c.S 236S 66 c.S 2HS236S 6S
1 Bullet
HKD: c.S 6K HS 66 c.S 2D
c.S (jump) HS j.S c.S 2D
Damage: c.S 236S 66 c.S 6K 214S [HS] 214K c.S 6S (Can sideswap with this c.S combo due to incredible height)
c.S 6K 236S 66 5K 6K 214S [HS] 214K c.S 6S
5D====
0 Bullet
lol
1 Bullet
HKD:5D HS 66 c.S 2D
Damage: 5D HS 66 c.S 6K 2HS36S 66 5K 6S
(can substitute c.S for 5K for ease of use)
5[D]====
5[D] j.S j.K 9 j.S j.S j.S j.K~K
2D====
0 Bullet
2D 236S 66 5K 6S
1 Bullet
2D 236S 66 5K 6K 214S [HS] 214K c.S 6S
j.D====
0 Bullet
j.D 5D 2D (distance and height specific)
1 Bullet
HKD: j.D HS 66 c.S 2D
Damage: j.D HS 66 c.S 2HS36S 66 5K 6S
A2A j.K/j.S====
1 Bullet: j.K 66 j.S HS 66 c.S 6S
2 Bullet: j.K 66 j.S HS 66 c.S 6K 214S [HS] 214K c.S 6S
AA 5P====
High/Close: 5P 6K 214S [HS] 214K c.S 6S (1 Bullet)
Far/Low: 5P HS 66 5K 6K 214S [HS] 214K 5K 6S (Takes 2 Bullets)
2S====
2 Bullet HKD: 2S HS 66 HS 5K 2D
Bullet Start====
0 More Bullets==
HKD: HS 66 c.S 2D
Damage: HS 66 c.S 6K 2HS36S 66 5K 6S
1 More Bullet==
HKD: HS 66 c.S 6K HS 66 5K 2D
Damage: HS 66 c.S 2HS36S 66 5K 6K 214S [HS] 214K c.S 6S
2D HKD Notes:
If cancelled into reload/focus, can get meaty c.S from most distances
Can get crossup j.D from reload
Can do 2D 22P OTG 2D 22P for slightly more damage at cost of oki
For CH starters, just confirm into 236S and go from there, usually.
The added height will usually give you c.S 6K instead of 5K 6K juggle, and potentially a sideswap.
Notable CHs:
2D: link 6K after
2S: get a HKD using only 1 bullet
Thanks for watching, more tech or whatever coming soon or something.