Under Night In-Birth/Chaos

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Chaos

This character page is for the latest version of the game, Under Night In-Birth Exe:Late[st] (UNIST). To see Chaos's character page for the previous version, Under Night In-Birth Exe:late (UNIEL), click here.

Introduction

"He plots. Staring at the truth with his clear eyes over the glasses. The beast within him, Chaos Code. Hiding and waiting for the chance to release the chain. His dearest friend's wish. His delightful colleague had a conflicting ambition. Which to choose is too obvious. The obedient beast bares the fangs. They will equally bite off everyone who stands in his way."

Story

According to Gordeau, Chaos was once a violent youngster, earning him the name "Bloody Chaos" at some point. Gordeau told to Hilda that he has never beaten Chaos in a fight, but Chaos says that's a lie - meaning Chaos has at least once fought and lost to Gordeau. Chaos changed his style and started to fight using intelligence instead of brute force.

Even after Gordeau left Amnesia, Chaos and he have been in contact and working together to track down the Licht Kreis and find the Red Knight. Chaos personally is aiming to beat the Aion and the Licht Kreis with the allies he has

Unique Trait/Health

Health: 10,800
Character Trait: Chaos can issue orders to the void beast Azhi-Dahaka who's positioning isn't bound by Chaos himself.
Vorpal Trait: In Vorpal all of Azhi's attacks can be whiff canceled into each other. In addition, Chaos will no longer take damage when Azhi is killed.

Controlling Azhi

Chaos has no special moves of his own, and all of his special inputs are used to control Azhi. Chaos's ability allows him to passing link off of Azhi Dahaka's moves back to his own. This allows you to chain long sequence of strikes between Azhi and Chaos. It should be noted that you can only use each Azhi special once while Azhi is active until both Azhi and Chaos return to neutral.

Lizard Guage

Chaos has a special guage under his health bar that indicates the status of Azhi-Dahaka.

Green: Indicates that Azhi is available for use. If Azhi is on screen while the guage is green, he does not have an active hurtbox on screen. After being active, returning to green also restores Azhi's used special moves.

Red: Indicates that Azhi is currently active performing or recovering from a move. During the duration in which the gauge is red, Azhi has a hurtbox and can be killed by any non-A attacks with an active hitbox (this includes special moves and even command grabs).

Grey: Indicates that Azhi has been killed and cannot be called again until the gauge returns to green.

Gameplay

Neutral

General Theory
  • Chaos' neutral changes drastically depending on the matchup being played. The main goal is the control Azhi in order to accomplish two things. One is to keep the opponent out with Azhi acting as a wall keeping them full screen, and the other is to use Azhi to force them to block so Chaos' can go in somewhat safely and start pressure.
Approaching via the Ground
  • Chaos lacks effective ways to get in via the ground on his own due to his lack of accessible pokes. Ground approach is mostly going to take place once you've conditioned the opponent enough for you to dash in after 214[A/B] or 22[A/B]
Approaching via the Air
  • This is more doable than the ground approach in most matchups. j.2C is a nice high active jump in and is one of his best starters. He has the ability to bait standing anti airs by summoning Azhi using 214A or 236A to slow his air momentum.
Stopping Rushdown
  • Probably one of the things Chaos is most effective at. 6C is a large projectile reflector that will stop mindless dash in rushdown and rushdown assisted by slow projectiles (e.g Vatista's 46A or Akatsuki's 236A). Azhi also acts as a block to impede their movement while he's active and can be used to punish fireballs, allowing you to slow their approach and swat them away with 623A. Roll also acts as a last resort once they're past your 6C range as you can roll through them and retreat safely back to neutral if they committed to fully going in.
Anti Airing
  • Chaos has the weakest anti air capabilities in the game, not only lacking a reversal, but lacking a one button move that even has an upwards hitting hitbox like Hyde's 3C. At far ranges, 236B/623B can deal with far jump in approaches (e.g. jump assault). If you predict fast enough, you can snipe them out of their jump in with rising j.C for a full confirm. 66B is chaos's main anti-air at closer distances as it has a good hitbox and head invun. On counterhit you get a full combo, but on normal hit the best you can get is 236B which is unreliable as it wont connect if the opponent was too high. 5BB/5CC are also possible anti-airs but very unlikely since they require a whiffed normal before use. That being said, they're jump cancelable so you can get a conversion even on normal hit. If in doubt, Roll (B+C) acts as an okay choice as you'll roll under their jump in, likely placing you in a better position. You can also always stand shield to get some frame advantage and maybe a punish, but it's very risky as all the opponent has to do is empty jump to GRD break you.

Offense

If given the chance, Chaos can mount some very strong pressure using his ability to chain his normals and Azhi attacks in tandem to create long and varied blockstrings. However his actual mixups are rather poor since he lacks a standing overhead and his jump ins are very reactable. Despite this, he can still setup some cross up setups using 22X and go for easy double overheads with j.2C > j.A. His normal throw is also a bit scarier than normal as it can lead to a combo if azhi is set up with 22x. Even if azhi isn't set chaos can still pick up for a combo if the opponent doesn't tech right away, letting him punish opponents for late teching. If you get azhi behind an opponent (made easy with the use of 236[B]) then Chaos's pressure get's even better as azhi will now push the opponent in if they block. That combined with the frame advantage given off a 623X or in conjunction with passing link pressure lets chaos mount some truly disgusting pressure.

Defense

Unfortunately, Chaos' defensive options are rather poor. Lacking invincible moves (aside from IW or IWEXS) he must rely on system mechanics in order to get his opponent's off of him. Use shielding to gain advantage over your opponent and Veil-Off when you spot a gap in your opponent's offense, and if you have vorpal use guard thrust to stop mix-ups before they happen.

Matchups

Vs Hyde - Being able to reflect orbiter makes it hard for hyde to pressure at mid-long range, but it's not practical to reflect his ground-spike fireball, so watch out for that. If hyde ever does TK orbitor oki Chaos can use a wake-up force function to get out and punish. Hyde's rekka > air super cross-up isn't a real mix-up, you can shield after the second rekka to block both directions at once. If Hyde is knocked down a well spaced 2B will low profile his DP, although if Hyde chooses to spend meter his ex DPs and IW will hit.

Vs Linne - Charged kuuga still counts a projectile. Linne's strong mid-screen spacing is strong for Chaos as well,and since 6C and azhi moves have projectile invun and linne's main poke is a projectile (tk kuuga) it works out alright for Chaos. At further spacings Chaos can play patiently. Linne doesn't really have a way to punish azhi summons at a distance so using 623 or 214 to get azhi out works well. If linne tries to get in using 236/623/6C/66B/etc all work well to stop her. The main thing to keep in mind is that Linne has a double jump and a dive kick which can make air approaches harder to shut down. She also has a roll similar to Chaos's, but must be running to do it which makes it a little easier to see coming. It's possible to position Chaos far enough away from Linne and meaty with a 2C such that if she DPs it wont properly combo and Chaos will get a punish after teching out.

Vs Waldstein - Wald's 360 has really massive range, spacings for azhi pressure that are normally safe against reversals wont be. Chaos can instant overhead Wald with a rising assault j.A. Comboing off of the instant overhead works with either chainshift or if azhi is set to bite he can confirm for you.

Vs Carmine

Vs Orie

Vs Gordeau - Dash-blocking is especially useful in neutral against Gord's moral slides, it'll let you advance without fear of getting swatted by a grim reaper. Shielding the second hit of mortal slide or grim reaper is be a good way to build GRD while in neutral against Gord, although grim reaper might be a little hard to shield properly and is almost always punishable anyway. Shielding the second hit of EX mortal slide is especially useful as it makes the move only +1, making it easier to contest Gord's buttons afterwards.

Vs Merkava

Vs Vatista - Shielding projectiles in between dash blocks can be a good way to build GRD against vatista, if you have a life lead you don't ever really need to go in, you can let her come to you since she doesn't have a way to mix-up at range. While you can reflect her projectiles her laser is instant and can punish you for trying, so it's not always a good idea. Try to keep in mind if there's a flash kick charged when pressuring. It's much more practical for Vat to reaction DP than any other character so you may need to rethink which pressure resets or mix-ups are "safe" for this matchup. Vat's flashkick can be safejumped with normal setups, but the timing is very strict, so it may not be worth it if your execution is poor.

Vs Seth

Vs Yuzuriha

Vs Hilda - Despite looking and acting like projectiles, hida's sword normals cannot be reflected. Her beam lets her punish any azhi summon from full screen if she wants.

Vs Eltnum

Vs Chaos

Vs Akatsuki

Vs Nanase

Vs Byakuya

Vs Mika

Vs Enkidu - Enkidu's counter cannot trigger against azhi, unless it's his EX counter in which case it will always trigger and usually whiff, giving Chaos a full punish. Enkidu's mobility is pretty weak, so he's easy to keep out with azhi and 6C.

Vs Wagner

Vs Phonon


Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Note that for all mentions of chaining into a whiffed 2A, you can also chaining into a whiffed 5A instead, it will net you 1 less frame of advantage but is usually still good.

Normal Moves

5A
Cha 5a.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 6 2 12 -2 Sp,EX,CS HL -

Chaos does a quick swipe with his hand. Hits crouchers and has decent range. Can be used to stuff close range assaults on reaction and as a button to mash out of pressure. Use for stagger pressure and tick throws.

2A
Cha 2A.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 6 2 11 -1 Se,Sp,EX,CS L -

2A with a pretty big hitbox, only -1. Hits low. Best normal to whiff into as it's total duration is less than 5A. Also tied for fastest normal and therefore a go to mash to get out of pressure. Use for stagger pressure and tick throws.

5B
Cha 5B.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
400 8 2 19 -5 Sp,EX,CS HL -

Slightly downwards kick. Good blockstring filler and leads into 5BB. It's also got pretty good range compared to chaos's other normals, so it's a good footsies tool as well.

2B
Cha 2B.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
400 9 3 16 -3 Sp,EX,CS L -

Low kick. More range than 2A, hits low and can low-profile. It also pushes Chaos's hurtbox back a surprisingly decent amount. Good move to poke with. Chaining into a whiffed 2A will make this move -3

5C
Cha 5C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 11 3 22 -7 Sp,EX,CS HL -

Backhanded swipe that moves Chaos forward. Hits quite high so can miss some low profile animations. Somewhat slow but its range makes it useful in the mid-far footsie range. Combine with passing link to make a strong pressure tool. Chaining into 22A or 22C on block will leave you -4. 22B or force function will leave you -16.

2C
Cha 2C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
580 12 3 26 -11 Sp,EX,CS L -

Low hand swipe that can low profile some moves. Farthest reaching normal and great tool to use in footsies. Will cause a short otg-able state to hard knockdown on hit, but if scaling is too high the opponent will be able to air tech. Chaining into a whiffed 2A will leave you -1. Chaining into 22A or 22C on block will leave you -4. 22B or force function will leave you -16.

j.A
Cha jA.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 8 2 X+2 Varies Sp,EX,CS H/AS -

Simple jumping jab that points downward. Not particularly special on its own but very important in overhead strings (ie. j.2C > j.A). Will instant overhead Gord, Wald, Mika, and Enkidu if done out of an assault while rising.

j.B
Cha jB.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
400 10 4 X+3 Varies Sp,EX,CS H/AS -

Chaos kicks outward with his leg parallel to the ground. Works as a great air to air and useful for crossing up (note that it wont beat cross-up protection, it'll just let you switch sides after a jump-in). Also sees usage in safejump setups.

j.C
Cha jC.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
520 12 2 X+4 Varies Sp,EX,CS H/AS -

Chaos does a kick pointed upwards while jumping. Its upward hitbox makes it a decent rising air-to-air. As a jump-in, j.2C is better in every way so you wont use this too much.

Command Normals

5BB
Cha 5BB.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
450 12 2 20 -6 Sp,EX,CS HL -

Follow up to 5B. Chaos does a reverse kick with a high vertical hitbox. Useful in pressure strings since it moves Chaos forward. Also useful in combos since it launches on hit. Can occasionally be used as a situational anti-air after whiff 5B > 5BB. Because Chaos lifts off the ground in the animation this move is considered airborne and thus is throw invun. It'll also high profile some moves. Chaining into 22A or 22C on block will leave you -6. 22B or force function will leave you -18.

5CC
Cha 5CC.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
427 6 5 26 -13 Sp,EX,CS HL -

Follow up to 5C. Chaos does a diagonal kick. Mainly used in combos but can be used to extend some pressure strings. It CANNOT be canceled using passing link however and therefore you must always have Azhi if you intend to use this move on block. Otherwise its a free punish for your opponent. Chaining into 22A or 22C on block will leave you -4. 22B or force function will leave you -16.

6C
Cha 6C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
640 14~25 12 28 -15 ~ -4 Sp,EX,CS HLA -

Code Reflect. Chaos throws the Chaos Code forward at his opponent. Will absorb ONE projectile and upon absorption Code Reflect's hitbox will expand from where it absorbed the projectile. This move is great for combating your opponent's zoning. 6C is also a very useful mid-range anti-air and can stuff assaults easily. Will wallbounce on hit and you can follow up with a combo on hit by using Chaos' force function roll. It can also be chain shifted on whiff and used to cover an approach. The last few frames of recovery can be canceled into block, but nothing else.

Unfortunately this move is incredibly unsafe on whiff/block and you may have to cancel into Azhi EX moves to keep yourself safe if you don't have CS or just don't want to spend it.

j.2C
Cha j2C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
620 12 4 X+4 Varies Sp,EX,CS H/AS -

YOU LIKE THAT? Chaos performs Nova's kick from UMVC3. Great downward hitbox and Chaos' staple jump in move.

Dash Normals

66B
Cha 5BB.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
400 10 2 20 -4 Sp,EX,CS HA -

Same animation as Chaos 5BB but not jump-cancellable or in passing link. This is Chaos's best anti-air in most situations but must be used with precision and care. Its easy to accidentally go under your opponent while inputting a dashing normal. On counterhit it leads to a combo, but on normal hit the best you can hope for is for 236B to connect. Chaining into 22A or 22C on block will leave you -4. 22B or force function will leave you -16.

66C
Cha 66C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
780 11 3 22 -6 Sp,EX,CS HL -

Chaos does a downward hand swipe. Not an overhead. Is actually Chaos' most damaging combo starter but not a move you will use often outside of combos sadly. Useful for extending combos and leading into Veil Off routes as well as an alright ender. Chaining into 22A or 22C on block will leave you -4. 22B or force function will leave you -16.

Universal Mechanics

Force Function
B+C
Cha BC.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- 1 - 8 33f total duration - - -

Command roll. Can be used to go behind the opponent. Is projectile invincible frame 1, strike invincible until at frames 8-25, and throw invun at frames 14-25. Best to use this move wisely as you can't just mash it out and get a free escape out of pressure. Even upon successful roll through your opponent's attacks, you still have 8 frames of recovery until you can do something.

Throw
A+D
Cha throw whiff.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1450 4 1 22 +22 (hit) - UNB -

Excerrento! Chaos grabs hits opponent and knees them having them land back in place. Give you just enough time to setup a 22A or go for a low 2B meaty. The hitstun is combo-able but you need azhi in order to follow up. If your opponent chooses to no tech you can also pick up for an invalid combo.

Guard Cancel
214D
Cha 5C.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 Blocked: -14
Hit: +40
- HL -

Chaos does his 5C animation to knock his opponent back.

Veil Off
A+B+C
Cha VO.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Special Moves

Note: All azhi moves are cancelable into each other and into any normal as per passing link rules. After using an azhi move it cannot be used again until Azhi flashes white (which will happen when both he and chaos are in a neutral state and the opponent is not in hit/blockstun) or if Chaos uses CVO/CS.

Prey is in Sights
「あれが獲物だ」

236X
Air O.K.
Cha 236A.png
A version
Cha 236B.png
B version
Cha 236C.png
EX version (2nd hit)
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 650 Ground: 15
Chaos Air: 18
Azhi Air:13~22
5 Ground: 32 Ground: -8
Azhi Air: -9 to -1
Sp,EX,CS HL -

AKA swipe. Chaos calls Azhi to do a claw swipe in front of him. Amazing range and probably one of Azhi's best moves. Hits air unblockable. Closer to the ground you are before doing the attack, the more frame advantage you have. If Azhi is in the air when he does this, then he will do the attack while falling to the ground. Has projectile invun making it good against players who try to zone out chaos with fireballs or use fireballs to cover their approach, if someone tries, throw a lizard at 'em! Chaining into a whiffed 2A makes this move +10. Chaining into 22A or 22C on block will leave you +7. 22B or force function will leave you -5.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 710 Ground: 15
Chaos Air: 17
Azhi Air: 9
4 Ground: 32 Ground: -3
Azhi Air:-13
Sp,EX,CS HL -

Chaos calls Azhi to do a jumping claw swipe. Good for catching jump outs and can be used as an anti-air. Chaining into a whiffed 2A makes this move +10

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
[B] 820 Ground:20
Chaos Air:23
Ground:-3 Sp,EX,CS HL -

Charged version of B swipe. You cannot charge B swipe if Azhi is in the air. This will pass through an opponent and goes a little bit higher. Good for setting up azhi behind an opponent and for bringing them closer to chaos mid-combo.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1672 Ground: 1+8
Chaos Air: 1+11
Azhi Air: 1+8
5*2 Ground: 38
Ground First hit: -2 to -8
Second hit: +38 or less
Azhi Air: +6~+46
CS HL -

Azhi does a claw swipe similar to the A version. Great move for punishing whiffs or really just challenging anything in neutral since Azhi is invun. Can be used to cross up if Azhi is behind them by rolling before the last hit. Cancel the first hit into a whiffed 5A or 2A for even more frame advantage.

Touch of Death
「噴き付けろ」

214X
Air O.K.
Cha 214X.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 550 Ground: 19~34
Chaos Air: 22
17 28
Air: X+12
-3(+13) - HLA -

Azhi will breathe one fireball. A decent move for zoning but must be space correctly for any kind of decent frame advantage.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
[A] 550, 550 Ground: 33
Air: 36
17 16
Air: X+12
+12 ~ -9 Sp,EX HLA -

Azhi will breathe two fireballs. You want to try to use this version more if you can since it gives you excellent frame advantage. This is also your go to meaty move after a j.2C knockdown.

Other Properties:

  • Projectile.
  • You can follow-up with 236X/623X even on whiff.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 550 Ground: 19~36
Air: 25
21 28
Air: X+12
-3(+15) - HLA -

Same as 214A but Azhi hops further up. You can get better advantage with this then the A version since it gives the fireball more time to travel.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
[B] 550, 550 Ground: 36
Air: 39
17 16
Air: X+12
+15 ~ -6 Sp,EX HLA -

Azhi breathes two fireballs like the [A] version but the fireballs move at a slightly different angle.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1722 Ground: 1+17~34
Air: 1+20
69 12
Air: X+12
-41 ~ +96 Sp,Ex,CS HLA -

Three fireballs, the last one causes a ground bounce to hard knockdown. Good combo ender for meter combos.

Repel
「打ち払え」

623X
Air O.K.
Cha 623A.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 570 Ground: 23
Chaos Air: 26
Azhi Air: 14
5 16 Ground: +6
Azhi Air: -3
Sp,EX,CS HL -

Azhi performs a tail whip. Good for starting Azhi pressure or ending in + frames during blockstrings. Makes an alright anti-air as well

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 690 Ground: 27
Chaos Air: 30
Azhi air: 18
5 12 Ground: +10
Azhi Air: +1
Sp,EX,CS HL -

Slower version of the A tail whip but Azhi jumps higher and you get more frame advantage. Similar uses as the A version, although this gives you enough advantage to dash in and reset passing link mid-blockstring if you're close.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1278 Ground: 1+13
Chaos Air: 1+16
Azhi Air: 1+9
5 23 Ground: +19
Azhi Air:+18
Sp,Ex,CS HL -

Azhi does two tail whips that sends your opponent to the other end of the screen. Causes a sliding knockdown. Kind of outclassed by 214C in combos and doesn't have much use elsewhere. It can be canceled into other azhi moves.

Concealment
「潜め」

22X
Air O.K.
Cha 22A.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 765 Ground: 37 ~ 96*
Air: 41 ~ 100
2 25 (Azhi) +28 Sp,EX HLA -

AKA hide AKA bite. You can cancel this at any point during his disappearance to one of Azhi's specials. Otherwise, this move has its own data. It's considered by the game to be the same move as 22B

  • Frame data note: The further away Azhi is from the opponent, the longer the start-up.
  • If Azhi does not hit the opponent (i.e. whiff or block), he will growl instead. This growl is not a hitbox.
  • If Azhi does hit the opponent, Azhi will jerk them into the air.

Useful for frame trap setups. You can cancel into another special move just before the growl on block. Throwing an opponent into this move will let you combo off throw.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 765 Ground: 64 ~ 123*
Air: 68 ~ 127
5 37 (Azhi) +28 Sp,EX HLA -

Almost the same as 22A but it is slower. Azhi can teleport before or behind the opponent to attack depending on your spacing.

  • Frame data note: The further away Azhi is from the opponent, the longer the start-up.
  • If Azhi does not hit the opponent (i.e. whiff or block), he will growl instead.
  • If Azhi does hit the opponent, Azhi will jerk them into the air.

Useful for cross up setups and frame traps. You can cancel into another special move just before the growl on block. Throwing an opponent into this move will let you combo off throw.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 765 Ground: 1+53
Air: 1+57
2 25 (Azhi) +28 - HL -

Similar to 22B, but Azhi will always teleport behind the opponent, regardless of spacing. Furthermore, the start-up is always the same.

  • If Azhi does not hit the opponent (i.e. whiff or block), he will growl instead.
  • If Azhi does hit the opponent, Azhi will jerk them into the air.

Useful for getting Azhi into a threatening position (behind your opponent) even at full screen. You can cancel into another special move just before the growl on block.

Sliding Approach
「にじれ寄れ」

[X]
Air O.K.
Cha Azhi Walk.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A/B/C - 1 - - - - - -

Hold any button to make Azhi move forward toward the opponent. Can be done during block stun or during combos. Can be done with the A, B, or C buttons. A useful way to hold down a button without having to whiff a move is to use A+B to dash, hit back/down-back to cancel the dash, and continue holding A/B. Alternatively Hit D to start concentrating and then quickly hit another button, then let go of D or Shield and start holding a button during the shield.

Infinite Worth

Dissect Barrage
「ダイセクトバラージ」

41236D
Cha IW.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3042 1+12 2 55 -39 - HL -

Full screen super, but opponent can block or jump. Useful for full screen punishes vs projectiles (ex. Hyde Orbiter). Fully invincible and chaos's only reversal save for system mechanics

Infinite Words EXS

Deep Revenance
「ディープ・レヴァナンス」

A+B+C+D
Cha IWEXS.png
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3760 1+14 4 49 -25 - HLA -

Same as any other IWEXS. Azhi devours his opponent in an anime-like fashion.

Combos

Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted
[ ] = Input is held
/ = Option to choose between multiple actions
+ = Multiple buttons are pressed simultaneously
(x N) = Attack can be repeated N number of times, range provided
(#) = Next action is taken after a certain number of hits
-> = Special is cancelled to add on special
CH = Counter Hit
HC = High Counter
CS = Chain Shift, or 5D 5D

Chaos' combos follow a pretty straightforward theory that you can adapt and modify depending on what you want.

Combo Theory

Confirm

Start off by ensuring that you hit your opponent, once you've done that chain into 2C and pick a launcher:

  • 5BB
  • 5CC
  • 236A
  • 2C > 6C > 22A > 66C

If you picked one of chaos's solo launchers then it's time to jump cancel and do an air combo. If you picked 236A it's time to transition to Azhi. Note that the bite confirm will require the corner, if you picked that it's time to transition to a bite combo

Air combo

With an opponent knocked into the air, bring them down with one of the following strings:

  • j.B > j.C > j.2C
  • j.C > j.B > j.2C
  • j.B > j.C > j.236A > 6C > 22B > 66C

The first two are pretty interchangable, do whichever you find more natural. If a launch is particularly awkward you might find that j.C>j.B>j.2C is more stable, but you also might find that j.B>j.C>j.2C leads to easier followups. It's mostly preference as they both lead into OTGs to Azhi combos. The last one requires that you launched with 5BB>5C and may not work on heavily porated combos, it leads into 22B combo routes.

Potential enders post-air combo

After an air string you may want to end a combo early. Usually you do this if you don't have any azhi moves left to extend, or if you had a heavily porated starter or possibly if you just want to prevent your opponent from teching to neutral. The common main enders are:

  • OTG 2C > 22B
  • OTG 66C > 22B
  • j.2C > 214[X]

The basic idea is to cancel your last move into one of Azhi's more advantageous moves. With 2C>22B you can roll to bait DPs and cross-up. With 66C>22B you can roll to bait DPs and fake a cross-up. With j.2C>214[X] you can cover back roll and meaty without committing to anything.

Alternatively you can forgo an early ender for some extra damage with azhi combos.

Azhi Combos

If you have Azhi with you you can transition into an Azhi combo, typically later in the combo for extra damage, but using azhi early can be good as well, since it can lead to stronger meterless enders. The typical routes for Azhi combos are:

  • 236A > 214B > 214A > 236B > 623B > 623A
  • 236A > 236[B] > 623A > 623B > (whiff 2A/5A) > 2C
  • 6C > 22A > 5B/5C/66C
  • 236A > 623A > (whiff 2A/5A) > j.B > j.C > j.2C

Note that if you're starting any of these after an air combo you'll need to OTG first with 2C. The first is your go to bnb, you can omit a few of the moves if you don't have them at the moment, generally you can chain in pretty much any order (although to start you'll need either 236A or 236B) It'll end in an air tech unless you use an EX ender. The second route should always cross-up, so you'll need to delay the 623A a little. What it does is let you end an azhi combo with 2C canceled into your oki ender of choice. The third combo lets you transition into bite. The bottom one is a corner combo that's primarily used earlier in order to save a jump cancel for oki.

EX enders

When your combo has reached it's end end you may want to end with an EX move. Chaos has 3 EX moves that work as combo enders:

  • 236C
  • 214C
  • 623C

236C leads to heavy advantage and easy side swaps. 214C is the highest damage ender and leads to oki in the corner. 623C is generally just an inferior 214C as it does less damage and leads to a similar knockdown, but sometimes 214C has trouble getting all 3 fireballs to connect, making 623C a more stable alternative. In all cases you should always whiff an A normal in order to gain more advantage from the knockdown.

Bite combos

Whenever a 22X move hits there's a long pause while azhi throws the opponent into the air. This lets you confirm the situation from pretty much any position and go into one of the following:

  • (j.B > j.C > j.2C)/(j.C > j.B > j.2C) > 2C > 236A > 214B > 214A > 236B > 623A/(Ex ender)
  • (j.B > j.C > j.2C)/(j.C > j.B > j.2C) > 214[X]
  • (j.B > j.C > j.2C)/(j.C > j.B > j.2C) > 2C > (jump cancel safe jump)

The first route is the most damage, but you may have trouble comboing that if the combo is heavily scaled. It's ideal for a combo started off a throw. The second route is good if the combo is heavily scaled. The third route is good if you haven't used a jump cancel yet.

It's also worth nothing that can confirm directly into bite anywhere on screen against a standing opponent with (2A) > 5C > 236A > 22A > 2C but be aware that you must cancel the 236A into 22A as soon as possible.

2C jump cancel safe jump

Any time 2C connects and you have a jump cancel you can use this safe jump, but do note that if the combo is heavily scaled the opponent will tech in the air so this setup wont really work. To get the safe jump all you have to do is jump cancel and OTG 2C and they air assault after a slight delay. You can use j.B or j.2C as the jump-in normal, they have the same recovery when done from an assault. Make sure to hold down back as you land. If done correctly you'll meaty with the jump normal and land in time to block a reversal. It will work against any DP in the game save for Eltnum and Wagner's 623Cs which are too fast to be safe jumped (And vatista's flash kick requires frame perfect timing, so you may find it hard to get the timing for that). If done midscreen jump cancel towards, if done in the corner it doesn't matter.

CVO

IDK man just do an ex move and then do super. If you're low on life you can do 2 EX moves into IWEXS

Example Combos

Now all you need to do is put the above together, like so:

2A > 2A > 2B > 2C > 5CC > jump cancel > j.B > j.C > j.2C > 2C > 236A > 214B > 214A > 236B > 623A - 2657 (2421)

BnB off A starter

2A > 2A > 2B > 2C > 236A > 236[B] > 623A > 623B > whiff 5A > 2C > jump cancel safe jump - 2200 (2003)

Midscreen confirm into safejump

2B > 5B > 5C > 2C > 6C > 22A > 66C > (22A hits) > j.B > j.C > j.2C > 236A > 214B > 214A > 236B > 236C - 4142(3771)

Corner confirm into bite. 623A and 623B were omited due to the scaling.

Colors

Prateria Lupo Iceberg Lince Vulcano Squalo Mare Leone Landa Vipera
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Altopiano Serpente Giallo Gatto Verde Bestia Aldebaran Grazia Fuoco
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Jellyfish Cremation Heretic Moos Licht Eclipse Day Lapis Lazuli
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Orquidea Submundo Heat Haza Nuit Tonnerre Ground Horizon Uninhabited Island
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UNDER NIGHT IN-BIRTH Exe:Late[st]
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Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuyaMikaWagnerEnkiduPhonon