Chaos Code/Cait & Sith
- 1 Introduction
- 2 Run vs Step
- 3 Combos
- 4 Move List
- 5 Extra move selection
- 6 Colors
Cait & Sith's dad Pit got turned into a hat for some reason and so now Cait (Brother) & Sith (Sister) have set out and find the chaos code because that will probably save him. Also they're mad at Cerberus because they think he cursed Pit and Sith is really into Catherine's manga series or something.
Cait & Sith are a puppet character, with Cait being the primary character and Sith being the puppet. Various moves will put Sith in a crouching state where she can be given orders independent from Cait. Because of the extreme amounts of blockstun these characters can inflict, they have a lot of very practical unblockable setups, as well as a lot of extremely hard to block high/low situations thanks to sith having low attacks. Their problems come from having very poor defensive options and limited options at long range.
Run vs Step
Run The most common choice for Cait & Sith. Run makes up for their stubby normals and microdashes are extremely useful in combos and for stagger pressure. Also their run animation is adorable.
Step Cait & Sith don't have a particularly good step. They can still step cancel moves which can lead to strong tick throws, but the worse mobility really hurts.
Cait and Sith are fairly low damage, but chaos code is a high damage game so its still very easy to close out rounds quickly. They don't build stun crazy fast but since their combos are long and damage low you tend to have lots of oppertunities to stun, especially if you opt to end combos early for oki/reset potential
With Sith Midscreen
5A > 5B > cl.C > 214A > 214A > 214A
Basic confirm into rekka, afterwards you can use 22B/D to put sith in position or use 236BD to meaty and put sith in position at the same time while leaving cait free to do whatever he wants, like bait a DP.
5A > 5B > cl.C > 214AC > otg 2A > 2C > sjc > j.A > j.B > j.C > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C
Confirm into ex rekka, you only get the otg and rejump if you were already kind of close to the corner. If you want to dump some extra meter on this you can land and super after either the first air series or after the second instead of double jumping.
5A > 5B > cl.C > 214BD >  > j.A > j.C > j.D > Double Jump > j.A > j.C > j.D > j.A+C
Basic half bar midscreen combo, if you want you can a more plus knockdown and bit more damage by ending in an air 214BD.
5A > 5B > cl.C > 214BD >  > j.A > j.B > j.C > Land > 236236A > 5A > cl.C > sjc > j.A > j.B > j.D > super hits > possible OTG
In case you want to spend some extra meter. You need to delay the air normals a little bit to give C&S enough time to land without the opponent teching out. The combo you do after 236236A is highly dependent on how close you are to the corner, the further you are the less stable it becomes, not really recommended if you're far away but you can go for it if you're confident.
5A > 5B > cl.C > (236A) > 2363214A
Real basic confirm into ranbu. Good for midscreen damage and corner carry if you aren't confident in the longer combos. Use the tackle for a super cancel if you want to dump an extra bar for some extra damage
With Sith Corner
All midscreen combos still work in the corner
2A > 2B > 2C > 236D > microdash > otg 2A > cl.C > sjc > j.A > j.B > j.C > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C
Corner stand confirm BnB
2A > 2B > 2C > 214B > otg 2A > cl.C > sjc > j.A > j.B > j.C > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C
Variation of the above for crouching opponents
2A > 2B > cl.C > sjc > j.214B > otg 2A > cl.C > sjc > j.A > j.B > j.C > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C
Another variation, this one doesn't require stance confirming, but it way harder.
2A > 2B > 2C > 236BD > microdash > otg 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > j.214D > 22D > Land > 5A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.214BD
Metered combo, if you microdash with the right timing the game will forget that 236BD is an ex move and make it build you some meter back. Even if you don't get that you should build up enough meter for the ex overhead ender if you do the full rejump combo
2A > 2B > 2C > 236BD > microdash > 5A (restand) > 5B > 5C > 214A > 236B > 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C
Alternative to the above that uses a restand glitch. Timing on that 5A is tight, you might find it easier to do 5A > 5B (restand) > 2C > 214A instead with each of the normals being done as fast as possible (don't forget chaos code has an infinite buffer on normals as long as you hold the button down), but that will only work when very close.
5A > 5B > cl.C > 214A > 236B > 5A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C
236b into rejump, microdash before the 5A pickup outside of the corner.
5A > 5B > cl.C > 214A > 22A > IAD j.C > j.D > 5A > cl.C > 5D > j.214D > 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C
You can omit the IAD and just run up and do 5A if you want.
2A > 2B > cl.C > 5D > j.214D > otg 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > j.214D > 22D > Land > 5A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.214BD
pretty easy stand confirm, replace 5D > j.214d with just 214B to make it work on crouching. Corner only
2A > 2B > cl.C > 5D > j.214D > otg 2A > cl.C > sjc > j.A > j.C > j.D (input as 236D) > j.214D > 236D hits > land > otg 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C
Variation of the above that uses 236D instead of 22D for the air combo extension. By doing this you free up sith allowing you to end the combo with an airthrow.
Rising j.A > 236B > falling j.C > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+B
Combo off instant overhead. Only works against Bravo, Kudlak, and Cerb (but only during specific frames of his crouching animation), however if timed meaty rising j.A will hit everyone except C&S and Kagari. Corner only.
With "My Own Style"
the neutral & down followups can be otg'd in the corner and lead to normal corner OTG routes
2363214B >  > microdash > 5A > cl.B > sjc > j.A > j.B > j.C > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C
Will carry corner to corner.
2A > 2B > 2C > 236BD > microdash > 5A (restand) > 5B > cl.C > 2363214B > 22A (at around hit 4) >  > IAD j.C > j.D > 2A > 2B > 2C > 236D > otg 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C
Combo into guard break followup, does good damage. You don't need the restand if you have sith already setup. Do a 236A before the super to unscale it and do even more damage for an extra bar, or do a 236BD instead of 236D in order to loop and look really cool.
236A > exceed > 2A > 2B > 2C > 236BD > microdash > 5A (restand) > 5B > 5C > 236A > 2363214B > 22A (at around hit 4) >  > IAD j.C > j.D > 2A > 2B > 2C > 236BD > microdash > 5A (restand) > 5B > 5C > 236A > 2363214B > 22A (at around hit 4) >  > IAD j.C > j.D > 2A > 2B > 2C > 236D > otg 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C
Exceed combo using restands and guard breaks.
236A > exceed > 236AC > 2363214B >  > 236AC > 2363214B >  > 236AC > 2363214A
Much simpler exceed not using restands or guard breaks
Off of a rekka knockdown you should have enough time to set sith with 22b and still meaty with 2C. Input the meaty as 22C and hit 6CD, Sith's spin will keep the opponent locked down and they'll eat the guard break. Only works in the corner. Same setup works off of a throw only you don't need to set sith since the throw animation will set her for you.
Midscreen you'll need to use 22A to vacuum the opponent into your guard break. Do a meaty 2A and chain into 2C by inputing 2A > 22A+C, then hit 6CD for the guard break.
In training mode you'll know you did it right if the guard break does 0 stun, the game gets rid of that stun when you blockstring into guard break because otherwise that would be cheap.
Note: Many normals change depending on sith's state.
Assume all moves are cancelable unless noted
| 5A - Cait throws out a short jab. Fast with better range than 2A, can be low profiled.
| 2A - Cait throws out a crouching jab. Just as fast as 5A, shorter range but not going to be low profiled. Very advantageous on block, good for stagger pressure.
| cl.B - Cait throws out a shin kick. Hits low.
| 5B - Cait throws out a waist level kick. Decent range for a weak normal. Hits mid.
| 2B - Cait gets low and pokes the opponent with the tip of his foot. Hits low, good for otg hits on knockdowns too low for 2A to pickup.
| cl.C - Cait leans forward and windmills his arms. Hits twice, in the corner you can link into A normals after if you're close enough.
Without Sith - Cait does a shoulder tackle. Only hits once.
| 5C - Cait leans forward and punches with both arms. Sith catches him by the edge of his shorts. Pretty good range by Cait & Sith's standards.
Without Sith - Cait does another variation of double punch. Not cancelable and range isn't too good, you usually get this when by accident when you want cl.C in combos.
| 2C - Cait briefly dances with Sith, dipping her forward with their extended hands acting as a punch. Lowers C&S's hitbox a bit making it work as an anti-air at times, it's not super reliable but better than nothing.
Without Sith - Cait does a one-two punch combo that has decent range. Hits twice. Because the animation is so long this move is really good for when you need to buy time for sith to get setup.
| cl.D - Cait briefly dances with Sith, leaning her over his leg while she kicks her leg forward.
Without Sith - Cait no longer has a cl.D variant. See 5D.
| 5D - Cait spins Sith forward, her outstretched legs acting as a kick. Moves Cait & Sith forward slightly on startup. Not cancelable
Without Sith - Cait does a jumping kick. Moves him forward. The range isn't nearly as good as when he's with Sith. This move is considered airborne, so you can cancel it, but only into air moves like 214k or air throw.
| 2D - Cait does a short sliding kick. Moves him forward, knocks down on hit. Not cancelable
| j.A - Cait does a diving motion in midair, hitting the opponent with his outstretched hands. Fantastic hitbox, this move has the potential to beat out seemingly every anti-air in the game, press it a lot.
| j.B - Sith locks arms with Cait, and both do a kick. Generally worse than j.A as an air to air, has a really good cross-up hitbox due to sith's kick but you'll need to have good spacing to be able to follow up.
Without Sith - Cait does a midair kick, similar to his normal one. Has a good upwards hitbox making it a usefull air-to-air tool, but generally outclassed by j.A for jump-ins
| j.C - Sith swings Cait forward while he does double "rock on" signs with his hands. Hitbox is pretty long and it has good hit/blockstun being a heavy normal. Good alternative to j.A for when you don't need the normal to hit instantly.
Without Sith - Cait swings his arms forward in a dunking motion. Fast but has limited range.
| j.D - Cait & Sith spin together, doing a tandem kick combo that hits twice. Sith kicks first, then Cait. Sith's kick has great range and a good downwards hitbox, making this an alright jumpin. Cait's kick has shorter range overall but it's hitbox is a bit more vertical so it's not uncommon to whiff the first kick and land the second.
Without Sith - Cait does his segment of the tandem kick.
|3C - Cait throws out a low, extended punch. Great range; too slow to use as a poke, but very practical for extending combos.|
|Normal Throw - Cait & Sith have 2 normal throws depending on if they're together or apart, cait will dropkick the opponent and then sith will slidekick through them and setup if they're together.|
|Air throw - Cait kicks the opponent down, if Sith is with him she'll follow them and set up on the ground. Good for ending air combos|
| Suicide Little Sister Set - 22k (While together)
Use this to set up sith, once she's set all sith moves will happen from that location and with no startup for cait.
Sets sith up close to cait.
Sets sith up slightly further away.
Sets sith up a lot further away. This doesn't actually take bar, it's just listed as an ex move in the command list for some reason.
| Suicide Little Sister anti-air - 22k (while sith is set)
Sith shoots up into the sky. Really fast and launches the opponent super high. Useful as an anti-air or to extend air combos. After the move finishes sith takes a minute to catch her breath.
| Suicide Little Sister attack - 236k
Sith runs up to the opponent and goes high or low depending on the version you do.
Sith goes low, you can combo off of this while together if you're far enough away from a cornered opponent. If you're separated you can just call sith and run up. On hit it launches without a bounce property, so your damage doesn't get scaled as hard.
Sith goes overhead, on hit you can OTG, this is one of C&S's primary meterless combo tools in the corner. Will only connect on standing characters so pay attention to your confirm. On block it's really plus but kind of slow. Since it's an overhead you can use it as a mix-up, but it's not really fast enough to be super strong, but if you set sith up off screen and then call her the opponent wont be able to see the start-up let alone react to it.
Sith spins before going low, then sets up in that spot. This move is extremely usefull as it lets you set sith up while continuing pressure/a combo.
| Combination Brother and Sister Crush- 214p
Standard rekka, main meterless ender for C&S because it gives a really good knockdown. Cait can do the first hit without sith but if he tries to do any more he'll get a headache and be punishable on hit. You can use that single hit in combos if sith is setup to buy time for her to kick/twirl the opponent. A and C versions are the same
Gives and OTGable knockdown, you're not at good enough spacing to followup with much midscreen, but if you're in the corner you can pickup for an air combo. This version also travels around half screen, so you can use it for corner carry and then pick up for an air combo & ender of your choice afterwards.
| Forgive Me, Little Sister Decoy Attack - 22p
Sith spins around, has lots of block/hitstun, if the opponent blocks this you basically get to do whatever you want to them, including guard crush them if you have the proper spacing/meter for it.
The spin will vacuum in, making it easier to keep pressure on or hit with a guard crush.
Sith will push the opponent away, but also she'll move up further.
| Great Overhead Nova - 214k (air ok)
Cait shouts "overhead" and slowly kicks over the opponents head. Not actually an overhead.
Faster, less damaging. Main meterless combo tool for crouching opponents in the corner as it causes an OTGable knockdown
Slower, more damaging. This is the one you typically use while airborne. 5d>214d is the main way to meterlessly combo standing opponents in the corner when sith is too busy to help you. end air combos with this for a little extra damage at the cost of a knockdown.
Main combo tool midscreen, it bounces the opponent and you can jump to follow up with an air combo, but only if sith is with you. If she's gone they'll just tech out. The air version of this move is one of 2 ways to get a knockdown from an air combo, and the only one if sith isn't with you.
| Miracle Super Tackle - 236p
Cait rolls forward, this is a really good move to super cancel from, especially in exceed combos due to it's speed
Fast and safe.
Slower, not safe, has better range. Hits twice but if you can get just one of those hit and it counters you get a giant wall bounce that leads to giant damage.
Fast and Safe with good range. On normal hit you get a wall splat that you can sometimes combo from depending on spacing, but usually not. On counter hit you get that giant wall bounce and giant damage. This is probably C&S's strongest neutral tool due to it's speed, range, and threat of damage.
| Rising Dragon Attack - 623p
Uppercut for Cait. Not actually invun but still a good anti-air. Has some use in combos as well.
| Our Graceful Trick Through- 632146k
Command grab, cait jumps over the opponent, if sith's with him then she'll slide under their feet, afterwards they have enough frame advantage to do pretty much any normal and they're guaranteed to be point blank. This move has invun starting on frame 1, but not all the way through. Still, it's the closest thing Cait and Sith have to a reversal.
| Parent and Daughter Special Attack - Swooping Daddy Balloon - 236236p
Pit turns into an even more giant hat and takes himself, sith, and the opponent to the sky, then falls down a little bit later. The two hits don't naturally combo into each other so you have to do some filler. The second hit is actually an overhead so if you want you could use it for some high/low shenanigans. This move is probably C&S's most consistent anti-air since it hits basically all the way to the top of the screen and is super fast.
| Brother and Sister Special Attack - Double Spin Attack Deluxe - 2363214p
Ranbu super. Good for straight damage, if you want to spend 2 bars cancel into this super. It also carries a fair distance and you can Chaos Shift it on hit for followups.
Extra Ultimate Chaos
| Daddy's Surprise Meal - 6321463214k
Command grab super, Cait throws the opponent to Pit, who puts them in a bag or something and slams them into the ground a bunch. In the corner it'll wallsplat and you can combo off it.
| My Own Style Special Attack... Dynamic Special Attack - 2363214k
Cait does a ranbu super by himself, then does one of 5 enders depending on the direction of the stick. This is the only super that doesn't teleport sith to cait's side, so if she's set up you can call her during it.
| Perfect Family Cooperation - 2141236pp
The whole family gets together and pit pukes up a huge beam. Is extremely slow and scales really hard.
Extra move selection
Rising dragon attack is Cait & Sith's only chance to have a meterless anti-air. On counterhit it can give combos and it has use in 236236p combos. It's not very exciting, but it's a very solid tool. Even though it looks like a DP and is extremely punishable, it's not actually invincible, so don't take it thinking it gives you a reversal.
If you do want a meterless reversal the only real option is trick through, which is not fully invincible, and it's not throw invincible, but you kinda gotta take what you can get. It's slow so it's not great as a mix-up tool, but you can still get grabs with it and it gives full combos on hit, which makes up for being a lackluster reversal.
Daddy's surprise meal is the better mix-up option, and while mixing up opponents isn't something Cait & Sith struggle with, they usually have to go through a bunch of set-up first. Surprise meal can be done whenever, including when sith isn't around, and it does give followups in the corner (although the followups you get aren't nearly as good as other super's)
My own style is a reversal super, but also it's Cait & Sith's best option for damage off a super. The different followups ensure that you can get good followups no matter what position you're in.
Cait & Sith's extra moves are all useful, each one provides something that they don't normally have. Any combination of 2 is probably fine, these sets are just a suggestion.
Trick through & My own style
This set takes trick through as a reversal and my own style as extra insurance and added damage. Trick through is very easy for an opponent to play around, but it still has uses for getting out of frame trap situations. My own style is a lot safer as a reversal if you have the meter, but also it leads to good damage in pretty much any situation. The main weakness of this set is that it forces you to use 236236p or something like 5A as anti-airs, and while the anti-air super is reliable, it leaves Cait stuck without Sith which can be a huge problem.
Rising Dragon attack & Trick through
This set gives Cait & Sith the defensive tools that they otherwise don't really have. Rising dragon attack works pretty well as an anti-air and trick through is a serviceable reversal. The issue is that it doesn't really give them any kind of way to extend damage, either with a stronger mix-up or a stronger super to extend combos.
Rising Dragon attack & My own style
More or less the same as the above, but it trades trick through for My own style which is a more reliable reversal, but costs a full bar. My own style is also a good way to increase damage, although own style combos don't really synergize with RDA, so you can end up spending entire matches never really getting use out of one of your extra moves.
My own style & Daddy's surprise meal
This set kind of gives up on getting a good anti-air and instead focuses on improving Cait & Sith's offense. The two supers don't really synergize in the sense that you probably wont use both in the same combo, but instead they cover 2 very different situations which ends up giving Cait & Sith a more well rounded offense.
- Console Versions: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.
|A Button||B Button||C Button||D Button|
|R1 + A Button||R1 + B Button||R1 + C Button||R1 + D Button|
- A Button: Normal version.
- B Button:
- C Button:
- D Button:
- R1+A Buttons:
- R1+B Buttons:
- R1+C Buttons:
- R1+D Buttons: Justice (Guilty Gear)