Under Night In-Birth/UNIST/Chaos
- 1 Introduction
- 2 Story
- 3 Unique Trait/Health
- 4 Gameplay
- 5 Move List
- 5.1 Normal Moves
- 5.2 Command Normals
- 5.3 Dash Normals
- 5.4 Universal Mechanics
- 5.5 Special Moves
- 5.6 Infinite Worth
- 5.7 Infinite Worth EXS
- 5.8 Strategy
- 6 Combos
- 7 Colors
He schemes. Staring down his opponents from behind his glasses. He keeps a beast within,
and a book filled with nothing but chaos. He awaits the chance to unleash his power. The
desire to find his beloved friend, and a comrade who tries to stop him. But which he was
going to pick is obvious... the beast shows its fangs, crushing anything it finds in its path.
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
Character Trait: Chaos can issue orders to the void beast Azhi-Dahaka whose 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.
Chaos is the game's proper puppet character, much like Zato/Eddie from Guilty Gear, or Lieselotte from Arcana Heart. But whereas most puppet characters have strong mix-up potential, Chaos is all about controlling the neutral game and maintaining the optimal distance from the opponent, while positioning his pet lizard Azhi-Dahaka between him and the opponent. Azhi has big hitting moves that have some invincibility attributes attached to them, and the only time he can be reliably hit and disabled is during the recovery on his moves. You can set it right next to the opponents face and make them scared to act from as far as full-screen, and he can help Chaos lock the opponent down in the corner, since Chaos can passing link Azhi moves into his normals, giving him lots of frame advantage. Azhi helps define Chaos as a character.
Without Azhi, Chaos is somewhat lackluster on his own, as his normals have poor range compared to the rest of the cast, causing him to play defensive until he gets access to Azhi again. His defense is lackluster as well, only having his Infinite Worth and Infinite Worth EXS as reversals. While on the offensive, he has difficulty opening up the opponent, being one of the few characters without having a standing overhead, leading him to rely on Assaults, tick-throws, and cross-ups. Along with that, he has some of the lowest damage output in the whole game, needing specific conditions to even break 3k damage, even with Azhi. How well you do with Chaos largely depends on how well you can outperform the opponent during neutral.
Chaos has a special gauge 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 gauge 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.
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.
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 in Sight
|Prey in Sight
Touch of Death
|Touch of Death
Infinite Worth EXS
- 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. When positioning Azhi for a throw confirm placing him offset from the opponent's position and throwing 'into' him is often preferable because it creates a wider range of timings where Azhi can confirm for you. It can also let Azhi meaty opponents who tech out of the throw attempt, giving Chaos frame advantage despite having his throw teched. If you get Azhi behind an opponent (made easy with the use of 236[B]) then Chaos's pressure get's better since Azhi's attacks will now push the opponent in on block. That combined with the frame advantage given off a 623X or in conjunction with passing link pressure lets chaos mount some really long block strings.
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.
Meaty normals obviously work and let chaos mount pressure when blocked, with a meaty 2A or 5A you can buffer a followup and hold back to OS against veil off but outside of that his normals are pretty straight forward for oki. 214[X] and 22B are both special moves that give frame advantage and can be setup to meaty easily. 214 doesn't really lead to a mix-up, but it's a little safer and better vs back tech. 22B can be timed to meaty as Chaos passes through the opponent using force function for a cross-up, or it can be delayed/spaced to go off later and give a combo after a throw. 236A can also be a good meaty, it's plus on block when passing linked into a whiffed A normal and it lets you meaty from a very safe distance.
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. Because his ground movement is so bad, many Waldsteins like to Assault to get in, a habit that can be easily exploited with either 66B or Force Function.
Vs Carmine - His blood pools can be a real nuisance when trying to zone him with Azhi at full screen as much as Azhi is a nuisance to him, so a lot of the match will be the two of you dancing around each other in footsies until one of you gets trapped. Azhi's range and unpredictable nature can help you out a lot here. Pressuring him is pretty straight straightforward since defence is almost as bad as yours, but be wary of his options at 100%. If you find yourself on the receiving end of his pressure game, stay calm, block as well as you can, and look for a good opportunity to escape.
Vs Orie - Good positioning is a must since her and her pointy stick pretty much win against Chaos's solo footsies. Her 22X specials can be Force Functioned on reaction, and can be punished by 236A.
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 - Best fought at closer ranges to avoid 214X punishes and lock-down attempts at flying. His tall hurtbox makes him susceptible to fuzzies.
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 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 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.
Chaos' combos follow a pretty straightforward theory that you can adapt and modify depending on what you want.
Start off by ensuring that you hit your opponent, once you've done that chain into 2C and pick a launcher:
- 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
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.
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
- 236A > 22A, 66C (22A Hit)
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 fourth one is a corner combo that's primarily used earlier in order to save a jump cancel for oki. The fifth one is usually done off an Assault starter or an A normal for solid damage into Okizeme.
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 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.
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.
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
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.
Some other, basic combos put together by Mota
|Prateria Lupo||Iceberg Lince||Vulcano Squalo||Mare Leone||Landa Vipera|
|Altopiano Serpente||Giallo Gatto||Verde Bestia||Aldebaran||Grazia Fuoco|
|Jellyfish||Cremation Heretic||Moos Licht||Eclipse Day||Lapis Lazuli|
|Orquidea Submundo||Heat Haza||Nuit Tonnerre||Ground Horizon||Uninhabited Island|
|Regal Crest||Urban Camouflage||Planet Snatcher||Daphne Gray||Squash Yellow|
|Grapy Amethyst||Unter Vulkan||R.Fox & G.Racoon||Ceresso Bestia||A Mere Buddy|