HAPPY CHAOS (COMBOS/TIPS) [Guilty Gear Strive]
it's chaos time!
here are some general tips I've accumulated throughout testing the character out :
-Steady aim has two variants, a heavy shot and a quick shot, heavy shots occur when the shot is delayed a bit, and the cursor adjusts closer to the enemy, quicker ones are after shooting instantly.
-with your gun out, your cursor would immediately stick to the opponent if any of your attacks connect.
-wall splats and knockdowns are the most important time to take advantage of and regain resources (reloading bullets taking priority over concentration as you can otherwise only gain bullets from overdrive)
-on a wall splat, you can both reload bullets/use Focus AND connect an overdrive
-it is a lot more consistent to juggle with 5K 6K than cS 6K, but you'd want to finish loops with cS 6S for a little extra damage
-if you have the resources juggling with 5K 6K then immediately switching to 3 hits with steady aim is one of the highest damaging combos.
-essentially, Happy Chaos has two combo loops, either with Steady Aim (214 Slash) or Gunshots (HeavySlash), steady aim uses considerably more concentration, thus require higher awareness of your current concentration levels when starting the combo and better management, hence why i tend to opt for gunshot loops as they're more consistent, unless you have full resources, then go ape with steady aim.
steady aim loops are like the combo at 00:10, after juggling (5k 6k), go into steady aim (214S), shoot (HS) but try to delay it a bit to get the heavy shot knock up (can work with the quick one as well), from there roll (214K) then repeat with 5K 6K, or cS 6S to finish the combo as 6S knocks enemy too far (making it also great to splat them into walls that are at the end of the screen).
gunshot loops are like the combo at 01:40, after juggling (5K 6K), roll immediately, shoot, then repeat with juggling. the trick is with timing the shot, to do so, focus on the falling body of the enemy, and try to shoot them as late as possible before they touch the ground, the timing isnt too strict as happy chaos's hitboxes are bigger than they may appear, but shooting too early while the enemy is still too high off the ground will knock enemies out of reach.
-Happy Chaos can combo from the far-middle screen from steady aim by canceling into a roll then sprinting to juggle the falling opponent with 5k, or from the furthest of the screen by using 1 gunshot as you sprint toward the enemy, try to delay the shot as much as possible as they get knocked back far from it, so you'd want to catch them as they're still in hitstun from said bullet.
-try to end loops with cS 6S, followed by throwing a curse (236P) and reloading (22P) or Focus (214P) as the enemy will be knocked down and far away from you giving you enough time for a Curse and either of the latter options.
-you can cancel aim with 2HS, it is important to not have your gun out to be able to launch with 236S or block, you can cancel aim during hitstun from other attacks allowing for launcher loops both midstage and at corners.
-ScapeGoat's clone summon not only prevents enemies from walking through it, but can tank 1 single hit entirely even if you were in front of the clone, so sitting up the clone and running beyond it can be used aggressively allowing you to counter hit any non multi-hit enemy attack without needing to dodge, block or contest it.
-during a juggle, you can go for an air combo off of close Slash, the only combo i've tested out and has been pretty consistent for me is cS j.S j.HS j.S, you'll need to have your gun out (or double tap heavy slash) after the first (jump slash + air dash) to have the second one connect, and if the gunshot is delayed properly, you can land close enough to the enemy to be able to instantly close slash again.
-off a counter hit, happy chaos can easily confirm into a steady aim shot of either the heavy or quick variants. cancelling into roll allows you to start a juggle with 5K 6K. shown in 01:40
-you can connect an overdrive after any gunshot (but is very difficult, and has to be buffered during the gunshot input), or any steady aim shot (as long as they're not too far into a multi hit combo, which might drop depending on how close the enemy is to the ground)
that's all i can think of for now, will edit the description if i recall something i've missed, best of luck!
Midscreen Combo:(0:00)
Roll Loops:(0:17)
Jump Combos:(0:55)
Far Combos:(1:11)
Reverse Combo:(1:29)
Counter Hit Confirms:(1:40)
Happy Chaos Blockstring Pressure Theory Staggered 236S(Combo notation/exlanation in the description)
Sorry for all the text but this requires some explanation.
Combo notations - all variations build 50 tension:
Combo 1: CH 236S, 214S, dl.-HS-, 22P, 66, CS, 236S, 5K, 6S, 214S, -HS-, WS!, 22P/214P, WB! (use 6S or DEM if you used 214P to get focus and all bullets back)
Combo 2: CH 236S, 214S, dl.-HS-, 22P, 66, 236S, 66 CS, 6K, 214S, -HS-, WS!, 22P/214P, WB! (use DEM to regain all bullets)
Combo 3: CH CS, 2D, 2HS (cancel At the Ready if you are aiming), 236S, 66, 5K, 6K, 214S, dl.-HS-, 66, 5K, 6S, 214S, -HS-, WS!, 22P/214P, WB! (use 6S or DEM if you used 214P to get focus and all bullets back)
Not sure if people have posted in depth about this yet, but I just found something fairly interesting. On blockstring actions such as CS, 6K. CS, 2D. 5K, 6K. 2K, 2D. etc. you can obviously shoot to cover the gap but it uses bullets and concentration, but since 2HS stance cancel is instant and at the ready is 0 on block you can theoretically always work it into a combo instead of shooting to manage bullets/concentration.
If delayed it creates a frametrap which on counter hit or regular hit confirm gives massive damage up to 70% health because of the RISC build from the blockstring prior, it also builds 50 tension on all route variations i've found and gives wall carry whilst maintaining all of your resources because you can focus and DEM to wallbreak with the meter build.
Additionally if it's blocked in the corner you're technically 0 because 236S, 2HS lets you block immediately shown at the end of the clip, or in midscreen you reset to neutral so you can shoot first and pressure again or just block.
This is more of a demonstration of using 236S in your blockstring as a safe option to end it or extend pressure/frametrap as an alternative to shooting, you can absolutely mix thow as normal into your pressure with this as well so it's just more options for your opponent to consider mashing against and the reward is huge if they guess it wrong. You can choose to shoot after 236S instead of cancelling as well or if at point blank in the corner upon 2HS cancel you can sneak in throws.
Zer0Warc on Twitter
#GGST_GI #GGST Wanted a corner oki reset before an actual wallbreak to maximize dmg.5K > J.H J.D > IAD J.H > C.S (Beats dp/super)5k > J.H J.D > IAD J.H > Dash C.S frametraps 5k/throwConnecting IAD J.H might change the timing of some situations pic.twitter.com/acjLX3v9AT— Zer0Warc (@Zer0Warc) December 2, 2021
Happy-Go-Lucky Chaos... he's not the only one who lost his mind... - GGST Combos
Minds were lost at the making of this vid
F U VEGAS PRO
#GGST #happychaos
How to make Happy Chaos look OP!!
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Today we're playing Happy Chaos, the latest DLC season 1 character for Guilty Gear Strive! I've got 5 tips for you day 1 players who want to give people trouble online with the character. First we'll talk combos, setups, and okizeme, and then some ideas of how to use his various special and super moves that are a little more on the unconventional side. Then we've got some online ranked matches with Chaos, hope you enjoy!
BnB combo annotation: 2K 2D 236S dash 5K 6S 214S H
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0:00 intro
2:21 tip 1
3:38 tip 2
4:44 tip 3
5:50 tip 4
7:28 tip 5
9:04 match vs Ramlethal
15:49 match vs Leo
GGST Happy Chaos Guide | Patch 1.10 Day One Combos Guilty Gear Strive
Footage was all captured by me, any tips or if anyone wants to have a match or two let me know in the comments below!
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Rajief
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Today at 10:50 AM
Okay so
Metered crossup conversions amirite
crossup jK
crossup jK j214S RRC
- crossup jK j214S44RRC 5[D], microdash cS 2H 214K
swaps sides, can do rekka post cS
- crossup jK j214S 44RRC microdash 5[D], cS 2H 214K
keeps sides, can do rekka post cS
crossup jK j214S(1) FRRC
- crossup jK j214S(1) 44FRRC jH, dash 5K jc dl jH dl jD, dash 5K 214K
swaps sides
- crossup jK j214S 22FRRC jH (whiff) cS jc jD airdash jD, dash 5K 214K
keeps sides, add jH before the first jD and go straight into 214K after landing (outside corner) for heavies
crossup jK j214S(1) PRC
- crossup jK j214S(1) 22PRC (dl) cS jc jD airdash jD, dash 5K 214K
swaps sides without delay on the cS, keeps sides with the delay, add jH before the first jD and go straight into 214K after landing (outside corner) for heavies
crossup j214S
crossup j214S RRC
- crossup j214S RRC 5[D], dash 5K jc dl jH dl jD, dash 5K 214K
swaps sides for later j214S timings, keeps sides for early timings, can sometimes do rekka post last 5K
crossup j214S PRC
- crossup j214S 22PRC dash 5K jc dl jH dl jD, dash 5K 214K
swaps sides for later j214S timings, keeps sides for early timings, can sometimes do rekka post last 5K
- crossup j214S PRC jH, dash 5K jc dl jH dl jD, dash 5K 214K
swaps sides for later j214S timings, keeps sides for early timings, can sometimes do rekka post last 5K, mostly does not work on lights
Guilty Gear Strive Happy Chaos Overview Combo Guide + Tips & Tricks
Happy Chaos has finally been released for Guilty Gear Strive! Today we will be doing an overview of the new dlc character so you can better understand him! We will be going over his normals, specials, and supers as well as a few combos and tips to get you started!
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Intro - 0:00
Normals - 0:26
Specials - 7:52
Supers - 14:27
Combos - 15:48
Tips & Tricks - 16:57
Wrap Up - 19:30
#GuiltyGear #GuiltyGearStrive #HappyChaos
DEB on Twitter
how to structure happy chaos pressure: use a lot of gun cancels to threaten 236S if they dont FD - even on trades he gets a lot. use a lot more microdash pressure w/ shots if they do FD. bc throws give you 2 bullets + oki and you regain focus after 2h, its sustainable #GGST_HA pic.twitter.com/UwWDcoXifA— DEB (@SuperDEBico) December 1, 2021
First Day Happy Chaos Labbing
Sheet1 Location,CH,Spacing,Bullets,Concentration,Meter,Damage,Combo Notation,Damage and Initial Hit Proration Corner,N,Max,2 (Net 0),20%,0,219,cS > 6S > 236S > H > 66cS > 2H > 6S > 236S > fS W! 22P > 6S,cS 38 Corner,N,Point Blank,2,0,216,cS > 6S > 236S > 665K > 6S > 236S > 2D > H W! 214S > H,j2K...
Phab on Twitter
approaching 50/50 w/ happy chaos, if you only hit raw 2d you can get a MUCH bigger combo, w/ only hitting raw 5d it's less damage overall then the full combo but i mean, options are options #GGST_CH pic.twitter.com/u2QyLFAh1s— Phab (@I_Amphabulous) December 1, 2021
Happy Chaos BnB Combos! | Guilty Gear Strive
The Chaos is finally here... Lets take a look at what he can do!
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Heavy Dolphin Frame Trap Data
Sol 5P,5K,5S,5H,5D,6P,6S,6H,2P,2K,2S,2H,2D,236P (Gun Flame),623S (Volcanic Viper),623H (Volcanic Viper),236K (Bandit Revolver),214K (Bandit Bringer),623K (Wild Throw) 2S,* Glossary,Wins,Misc.,* Will lose sometimes depending on the timing Trades Loses
Happy Chaos day 1 combos
ender = 22 6S or 6543216S depending on meter
c.S= close slash
Corner Combo- c.S 2D 236S 6S 214S 5H 214K c.S 6S Ender
Midscreen Combo- c.S 2D 236S 6K 214S 5H 214K c.S 6S 214K 5H Ender
Midscreen burst safe ender- c.S 2D 236S 5HH 214S 5HH 6543216S
Coner burst safe ender- c.S 2D 236S 5S 214S 5HH 6543216S
At time you may not be able to hit with 236S in those circumstances you can still combo off of your 2D 6S by going 5HH 214S 5H instead of 236S.
5D combo - 5D 5HH 215S 5H Ender
#guiltygearstrive #happychaos #guiltygear
HAPPY CHAOS - DAY 1 OVERVIEW AND IMPRESSIONS
#lordknight #guiltygearstrive #guiltygear
Happy Chaos is here! Let's look at his move list and get a first hand look at the character.
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Guilty Gear -Strive- - Happy Chaos Framedata, Combos & First Impressions
Happy Chaos is here, wanted to share my first impressions and his framedata at the cost of my sleep.
0:00 - Framedata, normals, Specials & Overdrives
9:35 - Combos
11:32 - Final thoughts
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#GGST_HA #GGST #guiltygearstrive
Guilty Gear Strive Happy Chaos Combo Video #GGST #GuiltyGear #FGC #HappyChaosComboVideo #Freshman
A Happy Chaos combo video that I made. Combos are in ascending order (in terms of damage). Please like, comment, and subscribe if you enjoyed the video because it would really help my channel. Thanks for watching.
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GGST 1.11 해피 케이오스 Day1 콤보 (Happy Chaos Day 1 Combos)
첫날 콤보라서 효율은 몰라잉
벽꽝 내고 나면 22P나 214P를 쓸 수 있으면 써주세용
중간에 2P 시동 콤보 커맨드 잘못 적었는데 알아서 고쳐쓰세요
0:00 잡기
0:30 2P/5P
0:41 2K
1:01 5K
1:20 근S
1:39 2S
1:51 6S
2:03 점K
2:12 6S, 2D, 236S 카운터 확인콤보
2:23 자리 바꾸기
Every May Safe Jump you'll ever need to know | Guilty Gear Strive
Here is my latest May Guide on how to do safe-jumps and meaties as May! I hope you enjoy and learn something new to bring into your tower or tournament matches! As always, thanks for watching everyone.
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0:00 Intro
0:14 Up Dolphin
0:37 3K
0:54 2D
1:22 Throws
1:59 Resets
3:13 Dust
3:27 Wallbreak Super
4:12 Super
4:28 THANKS FOR WATCHING
Music:
Memories of Augstria [pun, master] from Fire Emblem Lofi compliation
Guilty Gear: Strive (GGST) - Anji Combo Encyclopedia (Optimal/Practical Combos, Ver. 1.05)
So many combos, so little time.
0:00 Mid-screen Combos
1:05 Mid-screen Combos (Counter Hit Starters)
2:17 Mid-screen Combos (50% Tension)
4:08 Corner Combos
5:10 Corner Combos (Counter Hit Starters)
6:29 Corner Combos (50% Tension)
Goldlewis Dickinson Combo Tutorial
Hello I hope you like my combo tutoral and it helps you win guilty gear video games.
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The music is obviously Kiss of Death from Guilty Gear Strive
Here's a link to that Goldlewis trailer by Moustached Villain: https://youtu.be/_1ir7zqENoU
Jonathan Tene on Twitter
#ggst_so framekill after any type of OTG to get the perfect meaty c.S (meaties and catches 5f backdashes). 2P is used as an OTG since it has a low attack level which means less pushback. c.S would give you a non meaty f.S because of the pushback on the OTG pic.twitter.com/gqxNmaQc1w— Jonathan Tene (@jonathan_tene) November 30, 2021
I-No is fun
Input notations and abbreviations:
DIRECTIONALS
1 = down back
2 = down
3 = down forward
4 = back
5 = neutral/no directional
6 = forward
7 = up back
8 = up
9 = up forward
Attack buttons:
P = Punch
K = Kick
c.S = Close Slash
f.S = Far Slash
HS = Heavy Slash
D = Dust
Throw = 6D/4D near opponent
command inputs are as follows
Numerals(Movement input).Attack(Attack Buttons)
so if you see 5.K it means no directional + kick
same can be said to 236K which mean down,down forward, forward + Kick
x~x = pressing a button within a specific time
j.x = Jumping normals (ex. j.P = Jump Punch)
jc = Jump cancel
WS = Wall Splat
WB = Wall Break
RRC = Roman Cancel
Major correction:
01:06 The input for the super is 632146S not 236236S, sorry
also I do not own the music, credits goes to the owner
00:00 Guilty Gear X2 - Kagematsuri
GGST Ky Kiske Guide | Patch 1.10 New Combos Guilty Gear Strive
Footage was all captured by me, any tips or if anyone wants to have a match or two let me know in the comments below!