Under Night In-Birth/UNIEL/Chaos
- 1 Introduction
- 2 Move List
- 3 Combos
- 4 Colors
"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."
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
EXS of ILLUSIONS [UMBRAL]
Chaos's special ability is to control the Lizard Beast Azhi-Dahaka using the book "The Codex of Disorder: Chaos Code". 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.
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.
- 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.
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.
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.
L = Low, H = High, UNB = Unblockable, CS = Chain Shift
Startup includes the first active frame.
| Force Function
| Guard Cancel
| Veil Off
| Are ga Emono da
| Nijiri Yore
| Dissect Barrage
Infinite Words EXS
| Deep Revenance
Chaos' combos follow a pretty straightforward theory that you can adapt and modify depending on what you want.
Part 1: The Confirm
- The main goal here is to launch them into the air with either 5BB/5CC.
- > (2C) > 5BB/5CC
- > Chain Shift/Force Function > 5CC
Part 2: Air String
- Here, after you've launched them with 5CC or 5BB you juggle them in the air towards into a knockdown
The first allows for easier OTGs, while the second allows for easier juggles from awkward angles. Use the first unless the launch looks awkward, then go for the second. Always use j.C>j.B>j.2C on Linne.
Part 2.5: Early Oki Ender
- For certain reasons, you might/want to end the combo after the j.2C. There's two main reasons.
- 1)If it's a bad starter like 2A>2A, or you simply want to end with stronger oki, you can do Charged j.214[B] after the j.2C just before you touch the ground. For example, the combo will look like this.
- 2)The other reason is if you've already OTG'd them. This means when you've already picked them off the ground once already. Example starters of this are;
Part 3: Off the Ground
- If you decided to not go for the close j.214B oki, then at this point you will need to pick them up.
That's it. Very simple. You can do stuff like Dash C>2C and 2C>6C, but it makes the combos unstable and sometimes even optimal. Don't bother. If you need to finish with IW, then you can do;
- Dash C > 2C > 6C > 236A > IW for optimal damage. Otherwise, simply do 2C into the next part.
Part 4: Azhi Finishers
- Now that you've OTG'd them with 2C, you want to finish them with Lizard.
- 236A>236B>(Very slight delay)623B
- >623A>214[A] (Meterless Damage into Light Oki.
- >236C/214C > Dash C (Metered Option. Gives corner carry and strong oki. Always use 214C vs Eltnum. Do not do from bad starters.
- 236A>236B>214C (Use this is you had a bad starter like assault j.2C and you need a little extra damage to kill.
- 236B>623B>623A>(236C) (Use this if you used 236A at some point earlier in the combo.)
This all applies to the corner as well. More options are available there however that will be listed later. Please visit the Dustloop Thread on Chaos for more combos at the moment.
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