Health: 32000 Stun: 120
Ray is a mercenary hired to track down the chaos code or something. Whatever it is he's up to, it's important that you know he's very mad about it.
Ray is one of the most unique characters in chaos code. He plays less like a CC character and more like some weird tekken character stuck in a 2D game. He has a stance that gives him access to a totally different moveset he can go into off of a few moves and while in that stance he has unique chain routes that give him exceptionally strong corner carry on hit or on block. Those stance moves all drain a unique meter called "AP" (or alternatively, "fist gauge") and with proper management of this resource Ray can deal some of the highest damage in the game.
He suffers a bit in neutral, especially in zoning matchups, but his stance dodges and armor giving taunt help him overcome this.
Run vs Step
Run Ray's run is pretty slow, so he doesn't get the extra mobility most characters do. But he still gets some good use out of microdash combos.
Step Ray's step covers a lot of distance and sets up for tick throws with his command grab super. He loses out on mobility, but since he wants to be in stance a lot he doesn't care that much. The faster meter build of step is also pretty nice.
Instead of traditional oki, ray usually opts for doing 22A+C at the end of his combos in order to make his meaty/chase tech armored and thus much stronger.
All non-exceed combos can also be ended with 623A>236236P for extra damage at the cost of 2 bars.
j.D > 2B > cl.C > B+D > 5A > 2A > 6B > 5C > 4C > 6B > [D] > 6B+D > [D] > 2A > cl.C > cl.D > 214B >  > j.A > j.C > double jump > j.A > j.C > j.D
Meterless corner carry video
2B > cl.C > B+D > 5AAA > 2C > 6C > 8B > C > 6B > 5C > 8B > A > [D] > 6B+D > 5C > 8B > A > [D] > 4D > 214A > 2B > cl.C > cl.D > 214B >  > j.A > j.C > double jump > j.A > j.C > j.D
Side swap video
j.D > cl.C > cl.D > 4D > B+D > 5AAA > 5B > 5C > 4C > 8B > C > [D] > 2B > cl.C > cl.D > 4D > 623A > (236236P)
Corner BnB. video
j.D > cl.C > cl.D > 4D > 6B+D > 5A > 2C > 6C > 5C > 8B > A > [D] > 4D > 214A > 2B > cl.C > cl.D > 4D > 214B >  > j.A > j.C > double jump > j.A > j.C > j.D
Alternate corner route using the stomp extra move. You can replace the air series with a 623A if you want video
j.D > cl.C > cl.D > 4D > 214C > Exceed > 214C > 236236P > chaos shift > 623A > 236236P > chaos shift > 2C > 214A > 236236P > 2B > cl.C > cl.D > 4D > 214B > 623C
Corner exceed, does good stun too. video
j.D > cl.C > cl.D > 4D > 214C > Exceed > 214C > 236236P > chaos shift > 623A > 236236P > chaos shift > 2C > 214A > 236236P > 2B > cl.C > cl.D > 6B+D > 5A > 2C > 6C > 5C > 8B > A > 4D > 214A > 2B > cl.C > cl.D > 4D > 214B >  > j.A > j.C > double jump > j.A > j.C > j.D
Extension of the above using the AP gauge. video
2B > cl.C > B+D > 5A > 2A > 8B > C > [D] > 6B+D > 5C > 8B > A > [D] > 6B+D > 5C > 8B > A > 4D > 214A > 5B > cl.C > cl.D > 4D > 623C > exceed > 623C > 214214K > chaos shift > 5C > C > 214A > 236236P > chaos shift > 2C > 214A > 6321463214P (whiff) > 6B+D > 5C > 8C > 4C > 6C > 5C > 8B > A > [D] > 4D > 214A > 5A > cl.C > cl.D > sjc > j.A > j.B > land > 5A > 4D > 623A
100% on most characters, carries corner to corner. video
j.D > 2B > cl.C > cl.D > B+D > 5 > 2A > 6B > 5AA > 2A > 8B > C > [D] > 4D > 214C > 2B > cl.C > cl.D > 6B+D > 5AAAAA > 8B > A > 4D > 214A > 2A > cl.C > cl.D > 4D > 623A
Corner to corner. Being able to combo off of 214C in the corner is very spacing dependent. video
| 5A - Mid. Cancelable.
| 2A - Mid. Cancelable.
| 5B - Mid. Cancelable.
| 2B - Low. Cancelable.
| cl.C - Mid. Cancelable.
| 5C - Mid. Not cancelable except into the 5C>C command normal.
| 2C - Mid. Not cancelable. Works as an anti-air, you can followup on counterhit.
| cl.D - Mid. cancelable.
| 5D - Mid. Not cancelable.
| 2D - Low. Not cancelable.
| j.A - Overhead. Cancelable.
| j.B - Overhead. Cancelable.
| j.C - Overhead. Cancelable.
| j.D - Overhead. Cancelable.
| I'll beat you down! - 5C>C - Mid. Not cancelable. If you hold down C you'll enter "I'm not done yet" stance.
| Get out of my way! - 4D - Mid. Cancelable. Can hold down D to charge the move.
| An opening! - 6B+D - Mid. Not cancelable. Transitions into "I'm not done yet" on landing.
| I won't stop even if you cry! - 214P
Ray swings his hands in a double fist. Can anti-air, has a hit of armor but not immediately. Wallslams in the corner and can lead to combos depending on spacing.
Low hitting hitgrab that slams the opponent into the ground. Has armor but not immediately.
Basically the C version but a bit faster and if it armors something it switches to the A version's animation/hitbox.
| Where do you think you're going!? -623P
Anti-air grab. Ex version will combo on grounded opponents and leads to an OTG.
| I won't hold back! - 22P
Command taunt that gives a hit of armor. Hold the button down to charge and get an extra point of armor. EX version is much faster and can still be charged.
| I'm not done yet! - B+D
Transitions into stance. A and C buttons will preform attacks that will chain together, the B button will cause ray to dodge, and the D button will cancel the stance. Ray also has a command grab in this stance. Refer to this handy chart for chain routes and which moves cost AP.
| Try and take this! - 236P
Short range projectile.
| Don't get carried away - 214K
| Let me tell you something 6321463214P
Command grab, you can cancel into this, whiff it, and unscale your combo with the right setup.
| Okay, your time is up - 236236K
Ray walks forward slowly and then does an unblockable. The walk is really slow, but it's fully armored and the unblockable is instant after the flash.
Extra Ultimate Chaos
| This is a real man's punch - 236236P
Ray punches so hard the air explodes. Looks like a projectile, but can be parried.
| It begins! Full power! - 214214K
Ray exploads with anger or something. Adds 6 extra stocks of AP (to a max of 12)
| Who the hell do you think I am!? - 6321463214P