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Posted

I've just got game, and picked chaos to learn. Don't really care about his position on tier list just looks cool and interested in trying him out.

 

Anyways what is his basic combos i should be doing meterless and with meter, and im new to this puppet/pet playstyle, so how should be playing with him? Thanks, 

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Posted

With chaos, you want to keep your opponent away as long as possible, and if your puppet gets destroyed, 6C is a good midscreen poke. Mr. Oso uploaded a combo video on youtube you shpuld check it out. It helped me learn chaos a lot.

Posted

Not sure if it will help but...

Guys For the fireball setups,since they will be in blockstun or get hit(cuz hey mashing lik scrubs lol) id recommend doing 2b or assualt j.2c after, its a free high/low mixup. Or you can go with things like roll, throw and j.b crossup.

Posted

So I haven't seen many tips on Chaos' Oki setups so I thought i'd post some things I've been working on in the lab.

So far all of these setups come at the end of his j.2C loop ( j.B > j.C > j.2C >... ) and they can be chained into another j.2C loop into another oki, similar to doing a cammy/ibuki vortex in sf4. However you need to remember you can only do each of Azhi's moves once.

Also for the j.214A/B you'll need to special cancel it off of j.2C. The lower to the ground the better.

Opponent Neutral/Downback recovers:

...> j.214B (hold). jump forward > j.B > 2B

(Crosses up. For some reason setting the training dummy to auto recover and crouch results in it getting fuzzy guarded, however it still works on crouching opponents)

The J.B wont cross up here, or anywhere as far as I know, The cross-up protection makes it so you have to land to actually cross-up (or something I'm not 100% on how it works). 2B does cross-up though if that's what you meant.

 

Also if you want 22b to cross up you can't get it off of 2C, but j.2c>land>22b>bc will crossup. Although it's not exactly meaty. Basically the 22B is happening a bit after they wake up but your BC is happening meaty, meaning if they wake up swinging you'll invun through it and they'll whiff a move the wrong way, if they wait for your roll to end and then hit a button they can kill azhi, but chaos is usually too far to tag. If they back roll 22B will still hit but it wont cross-up and chaos's roll will put him point blank, If they push buttons here they can hit azhi but chaos will invun through some stuff but not everything.

 

On neutral tech it's probably DP* safe. I haven't tested it vs everyone but hyde's DPs and supers will all hit Azhi and then leave him open to be punished and Gordeau's grim reapers all come out fast enough to kill azhi but will miss chaos. (I don't think chaos has time to actually punish any of them though). On back tech chaos will get hit by a reversal DP/grim reaper pretty much always, but if they do a move that moves them forward slightly, like gord 5B it'll actually push them through chaos while he's rolling and you'll get a cross-up punish.

 

*Because the set-up isn't actually meaty they don't need an invincible move to get out, slight delay 5B works to kill azhi for anyone, it's just that chaos usually isn't in range so they end up getting counter hit.

EDIT: I take back what I said about it being safe vs hyde, apparently I wasn't doing true reversals, just tested again and it still gets through grim reaper but hyde's DP will hit chaos out of roll start up. Also I made a video

Posted

I've just got game, and picked chaos to learn. Don't really care about his position on tier list just looks cool and interested in trying him out.

 

Anyways what is his basic combos i should be doing meterless and with meter, and im new to this puppet/pet playstyle, so how should be playing with him? Thanks, 

 

Basic BnB i have been doing have always been 

 

2A>2B>2C>5CC>J.B>J.C.>J.2C>2C>236A>236B>214B

 

Not optimal but it gets the job done I also use 2C and 2B as my main pokes in neutral because i get the better combos doing it. Also it has the most reach, but on wakeup or as a counter poke or dash in I just use 2A because it comes out faster. I also use Azhi 236A and 236B while jumping it throws off other players often. 

 

Side note: I have been playing around using Azhi in neutral and found that 236A>236B>214B Hold works more often than not, most players try to mash out after 236B but then get caught by a fireball bringing Azhi back to safty on the ground. Any other strings you all use with Azhi on other players? I know i don't main Chaos but he is so fun that I want my secondary to be as good as my main charc also hearing Cross Thought when playing against Gordeau is literally the reason I picked him up that and Intelligence haha.

 

Also I have been playing Chaos more aggressively and it has worked out pretty well so far and using B+C a lot in neutral as a way to cross under or mix up my opp. I was wonder if an aggressive Chaos is bad or needs to be refined more because when I play passive I find charc like Carmine wreck me with pressure.

Posted

With chaos, you want to keep your opponent away as long as possible, and if your puppet gets destroyed, 6C is a good midscreen poke. Mr. Oso uploaded a combo video on youtube you shpuld check it out. It helped me learn chaos a lot.

 

 

Basic BnB i have been doing have always been 

 

2A>2B>2C>5CC>J.B>J.C.>J.2C>2C>236A>236B>214B

 

Not optimal but it gets the job done I also use 2C and 2B as my main pokes in neutral because i get the better combos doing it. Also it has the most reach, but on wakeup or as a counter poke or dash in I just use 2A because it comes out faster. I also use Azhi 236A and 236B while jumping it throws off other players often. 

 

Side note: I have been playing around using Azhi in neutral and found that 236A>236B>214B Hold works more often than not, most players try to mash out after 236B but then get caught by a fireball bringing Azhi back to safty on the ground. Any other strings you all use with Azhi on other players? I know i don't main Chaos but he is so fun that I want my secondary to be as good as my main charc also hearing Cross Thought when playing against Gordeau is literally the reason I picked him up that and Intelligence haha.

 

Also I have been playing Chaos more aggressively and it has worked out pretty well so far and using B+C a lot in neutral as a way to cross under or mix up my opp. I was wonder if an aggressive Chaos is bad or needs to be refined more because when I play passive I find charc like Carmine wreck me with pressure.

Awsome thank you! ! for this! 

Posted

Some veil off starters listed on the last page. Here's an easy route if you get any starter when you have Veil Off.

 

Any Starter > Launcher (5BB/5CC/2C>5Bor5C) > j.B > j.C > j.236C > Dash Forward > Wait > 2C > 6C > IW. 

Posted

Been messing around with Chaos and I use 66C much more than I would like to admit mostly cause i'm use to rushdown but anyways I found 66C makes for a nice starter if it hits and the animation gives more than enough time to confirm the combo, here are some of the combos I have found with it 

 

No Meter

 

Midscreen 

 

66C>236A>5CC>J.B>J.C>J.2C>2C>236B>214B  (2752/3022)

 

You have to delay the 214B just a little bit after 236B or else it will whiff

 

66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>214B (2830/3108)

 

Same route as before but with the addition of 5B the opp. will be higher in the air for those who don't like them close to the ground the combo is not anymore difficult it's just preference. Same as before you have to delay 214B slightly if you can't get it consistently you can charge 214B to get them to block right on wakeup for another mixup.

 

66C>236A>5CC>J.B>J.C>J.2C>2C>236B>623B (2782/3055)

 

For some reason the 623A follow up just whiffs so I ended the combo there past comments have said you can follow 623B with a 214B or A but my execution isn't that good to test it out :(

 

66C>236A>5CC>5B>J.B>J.C>J.2C>236B>623B (2858/3138)

Just added the 5B for damage combo not that much difficult 

 

66C>236A>5CC>J.B>J.C>J.2C>2C>236B>6C (2771/3043)

if you just want to get them off you or space them away at the end I just end it with 6C. I'm sure there are follow ups to this but again I suck at execution someone better can try to see what would be the optimal ending for this. 

 

66C>236A>5CC>J.B>J.C>J.2C>2C>236B>5BB>B+C (2809/2985)

This is more of a set up than anything else the meterless damage is decent and if you roll right after 5BB hits then you will land right behind your opp. if they neutral air tech. It lands you perfectly right when they lose invincibility so you can press buttons right away for another string. If they air tech towards you then you're at a safe distance away. If they back air tech you are at a pretty good distance where you can still catch them with a 6C and go into another BnB for more damage or straight to an Azhi combo. 

 
Corner
 
66C>236A>5CC>5B>J.B>J.C>J.2C>236B>623B>623A (2858/3138)
 

66C>236A>5CC>J.B>J.C>J.2C>2C>236B>623B>623A (2890/3173) 

 

These are the Azhi whip enders I couldn't connect before, in the corner they hit so these are the respective damage for each of them. 

 

Meter Combos

 

Midscreen 

 

66C>236A>5CC>J.B.>J.C>J.2C>2C>236B>236C>Dash In>2C>5CC>B+C (3151/3459)

This is mostly for positioning if they back air tech then you will land right in front of them before they finish recovering but the real benefit is that you will be at the perfect range for 2B and 2C to poke and connect into another BnB if you catch them not blocking their toes. If they neutral tech you do actually cross under them but you're too far away to connect any of your main pokes, but I find doing 22B is a good option. if you really want to be risky then 22B during a neutral tech and B+C right after will make 22B a crossup opening them up, but thats a high risk/high reward situation. 

 

66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>236C>Dash In>2C>5CC>B+C (3223/3537)

 

Same combo as before just for people who want more damage or their opp. higher in the air.

 

66C>236A>5CC>J.B>J.C>J.2C>2C>236B>236C>Dash In>2C>5CC>214B Hold (3151/3459)

Note: 214B does not combo after 5CC the reason I put this combo up is if you're near the corner then you can end the previous combo with a 214B charges that will force them to block on wakeup which opens the option of an Assault J.2C or Dash In low, to open them up. A decent 50/50 after dealing pretty good damage. 

 

 
66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>236C>Dash In>2C>5CC>214B Hold (3223/3537)

 

 
Same combo as before just for people who want more damage or their opp. higher in the air.
 
66C>236A>5CC>J.B>J.C>J.2C>2C>236B>6C>214C (3296/3619) 
 
This is for people who want the damage not much higher but still pretty good in Vorpal. You have to do 214C right after 6C if you wait any longer the fireballs will shoot in reverse and it will be just a waste of meter. 
 
66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>6C>214C (3373/3703)
 
More damage and for those who want their opp. higher in the air. 
 
66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>214C (3245/3563)
 
Damage but removes 6C for easier execution for some, you have to delay 214C by a little bit in order for all 3 to hit though.
 
Corner
 
66C>236A>5CC>5B>J.B>J.C>J.2C>2C>236B>236C>2C (3213/3527)
Didn't explore much on what you can do with meter combos in the corner because even I'm not crazy enough to do 66C when my opp. in the corner, but if you are I found this combo it does decent damage and keeps them in the Corner, you could B+C at the end to cross under but only 2C will catch them and it puts you in the corner so it's not worth it. 
 
IW
 
66C>IW (3432/3771)
 
66C>236A>IW (3525/3873)
 
66C>236A>5CC>IW (3566/3918)
 
66C>236A>5CC>J.B>J.C>J.2B>2C>IW (3609/3963)
 
66C>236A>5CC>J.B>J.C>J.2C>2C>6C>IW (3695/4054)
 
66C>236A>5CC>5B>J.B>J.C>J.2C>2C>6C>IW (3786/4155)
 
These are mostly all for style but the last two actually deal pretty damn good damage so they might be useful to remember
 
Tips
 
To avoid getting 623A after 66C make sure the stick goes back to neutral, trust me you have more than enough time to confirm into the combo of your choosing.
 

If 66C is blocked you can it into one of the two strings to make it semi safe depending on which charc you are fighting against. 

 

Block Strings

 

66C>236A>236B>214B *This block string catches mashers with 214B, I've also been lucky enough to only take one hit of some charc EX moves thanks to the 214B 

 

66C>236A>236B>6C *The more safer of the two block strings, it helps with pushing the opp. away to a safe distance against some charc can still punish so don't rely on this too much.

 

Hope this helped to anyone at all, all combos were done on Hyde so it should work on most if not all the Cast. :)

Posted

Oh man did I, ok I'll edit it XD 

 

Thats what I get for playing Linne so much 

 

Also I know most of you already know right not but i'll put it here just in case, it's the hitbox viewer some of you will have to figure out which is which but hey it helps. 

 

http://finalclause.dantarion.com/hitboxes/#3/0/0

Posted

A good okizeme Ive been using since day 1 with chaos is after the air combo of j.b j.c j.2c. Do whiff 5a and then 2C. If it hits, follow up with 5cc j.b j.c j.2c and then repeat 8D cuz nobody wants to block.

works if they mash on neutral tech.

If they think of teching while holding back. Use 236a instead of 2c to catch them. But this doesnt apply if they are in corner, since they will stay in the same spot.

And you can surprise them with assault j.2c if they think 2c is coming.

Posted

236A doesn't "catch" the backroll, it has full invincibility. Just do j.214 after the j.2C. Then go for a high low mixup while they're blocking the fireball.

 

 



IW after a tech? Wont they be able to jump to avoid it?

 

 

He means to just use it like you would after any with throw tech like a reversal. It's if you're sure they're gonna do 5B or something during their +8 frames of advantage. 

 

Honestly, it's a big risk. I would only do it if you have Chain Shift in order to stop time and see what they do.

Posted

So i've played some games with Chaos today, and he's pretty tough to use. How ever with Azhi im having hard time just using him mid match as I'm personally bit confused on how i should be using him. Push back? Keep Oppenent on hold in far corner? Or to set up a mix up? I just think once i understand this should be little better with chaos, and me getting better execution wise. 

Posted

So i've played some games with Chaos today, and he's pretty tough to use. How ever with Azhi im having hard time just using him mid match as I'm personally bit confused on how i should be using him. Push back? Keep Oppenent on hold in far corner? Or to set up a mix up? I just think once i understand this should be little better with chaos, and me getting better execution wise.

In mid game, I often find myself with azhi and chaos close together.

If they do get out of your azhi zoning. Try to play defensive/neutral game by keeping azhi clowe to chaos. But you have to be more careful using azhi though, since chaos will likely be more punishable if whiffing.

If you are able to lend a hit into a combo. Start the oki fireball mixup pressure game and dont let him time recover.

But thats just how I would deal with the situation...

Posted

should I even try against wald? Like, how on earth do you hit his super tiny hitbox when he has his ginormous hands with no hitboxes on them just blocking everything and anything.  He literally just does 5A in place and it feels hopeless.

 

 

EDIT: I guess while I'm at it ranting about getting raped, wtf do you do against orie? it feels like the moment she has me in blockstun I lose

Posted

Anyone found a good 22a/b set up?

I was thinking something like any starter>236A>22A

if the opponent blocks the lizard you can go for a high / low

if azhi hit with 22A>j.B>j.C>j.2C>2C>5C>5C>j.C>j.B>j.2C>214[A/B] for oki fireball 

it's just a crazy idea xD

Posted

I found 2 combos for chaos but one is just a variation on one that is already known.

 

 

near corner (can work midscreen but not sure when or why) 

5b,5c xx 236a (chain) 2c,6c xx B+C, 5c, j.b,jc,j.2c 66c, qcf+a, 6c (or don't do that cause bad tech and go for oki) but anyway depending on ender it does 3k meterless

 

and midscreen probably a new bnb but seems either not possible or insanely strict when starting from a 2a

5b,5cc xx 236b jc, iad, j.b, jc (land) j.b.j.c,j.2c 66c xx 236a, 6c (or end at the 236c) does 2765 or there abouts.

 

 

Neutral is hard though : (

Posted

I was thinking something like any starter>236A>22A if the opponent blocks the lizard you can go for a high / low

if azhi hit with 22A>j.B>j.C>j.2C>2C>5C>5C>j.C>j.B>j.2C>214[A/B] for oki fireball it's just a crazy idea xD

Dat free 2.5k damage into oki. Lol

Im kind of sad that doing

2a 2b 2c 236a 22b b+c doesnt cross-under them :( you can block on the same direction.

But doing

2a 2b 2c 5cc b+c and then press any normals actually does.

Oh and one tip 5cc on block cannot be chained into another normal. So if you want to be safe just do 5c whiff 5a or cancel it into 623a, which is + on block, or b+c.

I found 2 combos for chaos but one is just a variation on one that is already known.

 

 

near corner (can work midscreen but not sure when or why) 

5b,5c xx 236a (chain) 2c,6c xx B+C, 5c, j.b,jc,j.2c 66c, qcf+a, 6c (or don't do that cause bad tech and go for oki) but anyway depending on ender it does 3k meterless

 

and midscreen probably a new bnb but seems either not possible or insanely strict when starting from a 2a

5b,5cc xx 236b jc, iad, j.b, jc (land) j.b.j.c,j.2c 66c xx 236a, 6c (or end at the 236c) does 2765 or there abouts.

 

 

Neutral is hard though : (

Im gonna try that combo lul.

True..neutral game is hard since chaos doesnt have good normals..he has to rely on azhi, and wihout..its just free pressure. When I picked chaos, I knew one thing I had to learn...and thats blocking, if you dont know how to block and shield in this game, you will have a rough time with chaos and you get rewarded for blocking properly.

Posted

*throws combo into the ring*

https://www.youtube.com/watch?v=FGpo1gh2878

 

 

Nice sandwich combo. I like that. i'll have to see what I can come up with.

 

I found out the first combo I posted is almost completely stable on Wald and Merkava - also if the beast is fairly close you can end with 236+b,623+b,623+a, and then depending on distance to corner either 214+[a] or land 214+

 

Also another combo thats prety good but doesn't work from more than 2b point blank from what I can tell is

 

2b,5c, 236+a, reverse beat 5a(whiffs), 5cc, jc, j.b,j.c,j.2c, 2c xx 236+b, dp+b,dp+a.  Does right around 3k if all parts hit.

 

Im still having some other issues with neutral but im slowly figuring it out.  I think learning to hitcheck ch 6c is really good, you do 6c xx b+c (only comes out if 6c hits) and the see the ch, 66[n] 5c seems to connect from anywhere, though in the corner might need to adjust.

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