Guilty Gear Strive - Happy Chaos Combo Guide
(combo notations below)
Here we are with the Happy Chaos combo guide to help you out! I'd normally say we have easy and advanced combos to work with and in the context of happy thats true I guess, for him. To get a grasp of his combo structure its... just more difficult than a normal character, so don't feel too bad if it doesn't make sense right away. As always practice makes perfect!
P = Punch
K = Kick
S = Slash
HS = Heavy Slash
D = Dust
COMBO GUIDE AND NOTATIONS
qcf = quarcter circle forward/236
qcb = quarter circle back/214
DP = Dragon Punch motion, forward, down, downforward/623
f = forward/6
b = back/4
cl. = Close
cr. = Crouching
789
456
123
FOREWORD:
Happy combos can be tricky, just preparing you for that straight up. He just plain doesn't work like other characters. For any combo involving the normal gunshot there is always an element of manual timing and the only thing that can make that easier is practice practice practice. REMEMBER THAT ALL GUNSHOTS ARE NEGATIVE EDGE. They go off when you LET GO of the button, not when you press it. So you can safely hold HS during a combo and let go only when you need to.
NOTE ON COMBOS:
Pretty much everything can be started with a close slash or a stand kick. The question is do you go into forward+K command normal or do you go into sweep. Sweep combos will juggle better just straight up. If you don't sweep and launch, keep in mind those kind of combos can drop on the larger characters. So when I say starter, I mean any normal that combos directly into the followup cause otherwise it doesn't really matter.
ENDERS
At the end of any given combo, you can end into a debuff, concentration regain, reload, basically anything to get resources back. For reload keep in mind you can cancel reload after the first bullet and go into anything else from that as well!
BNB COMBOS
- Starter, 6K, gun launcher, 6K, steady stance, shoot, roll, cl.S, 6S, ENDER, wallbreak if applicable
- Starter, 2D, gun launcher, 6K, steady stance, shoot, roll, cl.S, 6K, steady stance shoot, ENDER, wallbreak if applicable
- Starter, 2D, gun launcher, run cl.S, 6K, steady stance, shoot, roll, cl.S, 6K, steady stance shoot, ENDER, wallbreak if applicable
- Starter, 2D, gun launcher, 6K,(cancel pistol stance), gun launcher, K, 6S, steady stance, shoot, shoot, ENDER
- Starter, 2D, gun launcher, 6K(cancel pistol stance), gun launcher, K, 6S. This combo uses no bullets
- Starter, 6K, shot(delay), 6K, shot(delay), 6K, shot(delay)
- Starter, 6K, shot(delay, dash, K, 6K, shot(delay, dash, K, 6K, shot(delay) 6K, shot(delay)
COUNTERHIT
- CH gun launcher, jump S, air dash, jump S, shoot, land, cl.S, 6S, steady stance, shoot, ENDER. Wallbreak if applicable
- CH gun launcher trades, run K, 6K, steady stance, shoot, roll, cl.S, 6K, steady stance shoot, ENDER
- 6P against airborne foe, gun launcher, dash K, 6K, steady stance shoot, roll, K, 6K, steady stance shoot, ENDER
DUST
- charged dust, S,K, jump S,K,S, delay S,S
- (corner) uncharged dust, shot(launches), cl.S, 6S, steady stance shoot, ENDER, wallbreak
REVERSAL PUNISH
- counterhit cl.S, gun launcher, steady aim shot x2, roll, jump S, airdash, jump S, shoot, land, cl.S, 6S, ENDER.
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