beautifully made guide! I understand this was a while ago but if you could do a tutorial on the air mix-up combo that would be amazing! having trouble understanding it😔
the one at 0:43, 5:30, & 7:00 anytime I try to get another attack going I hit the ground before I can do it; I’m not sure if it’s a timing thing. hoping you can shed some light on it
@@riottzworld The one at 0:43 and 7:00 is definitely the hardest mixup he has and honestly I don't think it's worth learning since the other mixups are more than strong enough. At 5:30 I just did airdash back j.D which should be doable. But for the hard mixup, it's important to hit the j.D low and input the jump as the j.D connects. If you do it too early then the jump won't come out since you need to cancel the j.D connecting rather than try to buffer it. I was never really consistent with it but is strong if you can get it down. Let me know if this clears it up at all
Man I never thought of safejumping them after a successful combo, it’s been a strong option so far. I usually just refilled resources to hit a meaty close slash or sent them fullscreen with curse
9:00 what the fuck I'm pretty sure almost every character should be able to do that I'm gonna go make some setups for Ram right now. I was labbing some brc setups for her a bit ago but they're all pretty meh, but I completely forgot backdash makes you airborne. That's disgusting lmao.
Jesus christ, I'mma pause learning Chaos for a moment because you have just given Ramlethal a 25 meter instant overhead that leads into her currently developing wallslump oki. God help us all.
Thank you for the videos genuinely I've been rewatching them so much lately, but I've been stuck on the mix-up at 0:40 seconds part (2k > 2D > dash > j.K > j.D > j.2k), I would be able to get the safejump successfully (the same string all the way upto j.D) but I just for some reason cant get the rising j.2k after j.D
I'm happy you've enjoyed the videos! And yeah, that is the hardest part but the main thing to keep in mind is that you have to wait until the j.D connects before you go for the double jump. Doing up to down so fast can be a bit difficult. If the problem is that it's missing, then try to make the j.D hit lower
@@aDTimeGaming make it hit lower? I finally started to get the hang of it!, i realized id try to Jump cancel too early when the j.D connects, i would be abit higher than you were in the video but i got it down, i also wanna thank you for making your content so entertaining too your thumbnails are legendary and I cant express how your literally like a diamond in the rough, you definitely deserve more subs man good stuff :))
@@aDTimeGaming i wanted to ask out of curiosity, im assuming that how far you are from your opponent and how low you hit the j.D affects being able to jump cancel out of it right? like the further/lower you are from your opponent the harder it is to jump cancel
@@safe957 you should always be able to jump cancel, the distance shouldn't change it that much, but if you're trying to jump cancel it on prediction of timing rather than waiting for it to connect then it would be much harder to actually get the jump cancel timing correct. But you should be able to jump cancel it now matter the height j.D connects. Unless maybe it's really close and you land while they're still in hitstop
Getting 6S 5H shot into guard crush shot is very difficult to consistently get to beat fast mash options. However the risk the opponent takes by mashing typically makes them unlikely to press. Since it is a manual timing, it really just comes down to practice, but even I can't make it frame trap every time even after many months of playing him for over a year. If you fight an opponent who mashes often in that spot, then trying to time it a little earlier will deter them from mashing pretty fast. But it definitely is worth putting the time into to get it down.
The backdash j.S hits at about the same timing as doing nothing on the way down into 2K. Making the high and low hit nearly same frame. If you just do Fire > j.S > Fire, then they can just block high, then switch their block to low a little later and block both the j.S and the empty land 2K by switching block at the same timing. The air backdash is what makes the mixup unreactable
@@neonaofumi5572 if you do it really early then yes. You want to try to do it as low as possible, but it's not that strict. Just try not to do it while you're still way over their head.
How do you make yourself safe on safe jump? cuz i dont know any buttons taht are safe off of cs besides just shooting and if u have ur gun out the safe jump is uselss
To make yourself safe on a safejump you just press the button on the way down and then block. If you want to be safe from a blockstring you can do c.S dash kara 236S then put the gun away since you're plus 3 you will be safe. You don't have to do the dash kara and can do it after 6S or 6K, but if they FD it could whiff leaving you vulnerable. But if they FD then just doing curse can get you away quickly
@@aDTimeGaming yes but my problem is that everytime i safe jump with jS i get thrown because jS landing is not safely convertable against throws, so like, i knock him, go for the jS, if he dps great, but if he just blocks, then when i touch the ground im getting thrown because there is no option besides shooting that doesnt leave a 3 frame gap to grab, and i dont wanna shoot because if i have my gun out im DP able
@@JazzRipHH if it's hitting low enough to safe jump then it should be plus enough to true string into other buttons, but I'll lab it later tonight to give a better answer
If you do j.3K then it will give you momentum forward to help you get to the other side. But if it's for directly after a knockdown then it may be spacing dependent on how far away the knockdown left them
is there a way to put the gun away in the middle of someones super animation or would you have to time it like when when the animation for the startup ends
There is a buffer window during the super animation, but it's best to time it near the end of the animation if you want it. Also you won't always be able to put it away depending on the super, the timing, and what you were doing before the super
for the mix up when you do (2k > 2D > dash > j.K > j.D > j.2k), I am having trouble with either the j.k lasting too long and j.D not coming out or if I do it with just the j,D I am unsure how you do the follow up j.2k without jumping too high?
If you're trying to use the j.K to frame kill, then you'll want to do it as soon as you can while leaving the ground. It's not a perfect frame kill, but it should help get the timing close. If you're doing without it, then you'll have to just mess around with some manual timings until you get a feel for it. Mess around with doing it too early and too late, then working your way in from both sides until you find what works. The hardest part of that is the j.D into the instant rising j.2K and it's one of the hardest things I've done with him, but I barely use it in games so it's not something that is super necessary to learn if you feel it's too hard.
Maybe I'm just to much of a beginner at HC/GG but, how tf do you keep people from just turning their brain off and iad'ing at you. I really struggle with keeping pressure when I reset or match start. if I steady aim spam they just wait until I have to focus and run at me lol.
6S is good for stopping air approaches and even just approaching as long as they don't throw out a low poke. If they just run in, then 2S is your go to button
@@aDTimeGaming Thanks for the reply, I will try to use it more often. Happy chaos is fun, but man learning him in low floor tower feels like bashing my head against the wall lmao.
The BRC mix makes it a lot easier to true string the mix and it lets you save bullets and concentration so if you used a decent amount of your resources zoning or in pressure already you can still mix and get a good combo after
Thanks for sharing this. I have a problem, Do I need to do a high jump with the 2k mixup? since I end up landing in front every time. or it's just my execution error.
I will be making a video on the patched happy chaos soon, but the ways to wallslump are just 2K into shot then run up c.S 6K shot loops and if they have already been wallslumped and you went low, it's 2K 6P shot to put them back into it
@@user-vs5yq8dl8r try to time the gunshot for the end of the hitstun from 6K and make sure to dash a little before doing the next 5K 6K. It definitely takes practice at first, so mess around with different timings for the gunshot and make sure you're dashing quickly after 6K
This is an awesome guide, I love the midscreen safejump setup. I'm having a hard time getting the rising j.2K to come out as low as I'm seeing you do it, are you delaying after the meaty j.D to lose some height? Or does it have to do with that rising j.K you're using to time the meaty j.D?
@@aDTimeGaming Thanks for the quick reply, I'm not having issues getting the double jump j.2K I'm just not hitting the meaty j.D low enough I think. I'll keep practicing!
I feel ready for war crimes
This is the best guide out now. Very concise and straight to the point
I watches this vid for 50 times at least cus learn hc as a beginner who just play ggst is difficult asf
Wow these mixups are criminal Imma go strain some friendships
beautifully made guide! I understand this was a while ago but if you could do a tutorial on the air mix-up combo that would be amazing! having trouble understanding it😔
Which mixup do you mean? The IAD BRC mixup?
the one at 0:43, 5:30, & 7:00 anytime I try to get another attack going I hit the ground before I can do it; I’m not sure if it’s a timing thing. hoping you can shed some light on it
@@riottzworld The one at 0:43 and 7:00 is definitely the hardest mixup he has and honestly I don't think it's worth learning since the other mixups are more than strong enough. At 5:30 I just did airdash back j.D which should be doable.
But for the hard mixup, it's important to hit the j.D low and input the jump as the j.D connects. If you do it too early then the jump won't come out since you need to cancel the j.D connecting rather than try to buffer it. I was never really consistent with it but is strong if you can get it down. Let me know if this clears it up at all
This guide is so helpful!
Really cleanly put together. Great guide and great content!
Man I never thought of safejumping them after a successful combo, it’s been a strong option so far. I usually just refilled resources to hit a meaty close slash or sent them fullscreen with curse
thanks for this video, i havent seen many of these setups, that throw safejump mix looks really good
Amazing
9:00 what the fuck I'm pretty sure almost every character should be able to do that I'm gonna go make some setups for Ram right now. I was labbing some brc setups for her a bit ago but they're all pretty meh, but I completely forgot backdash makes you airborne. That's disgusting lmao.
Jesus christ, I'mma pause learning Chaos for a moment because you have just given Ramlethal a 25 meter instant overhead that leads into her currently developing wallslump oki. God help us all.
Awesome, thank you
Thank you for the videos genuinely I've been rewatching them so much lately, but I've been stuck on the mix-up at 0:40 seconds part (2k > 2D > dash > j.K > j.D > j.2k), I would be able to get the safejump successfully (the same string all the way upto j.D) but I just for some reason cant get the rising j.2k after j.D
I'm happy you've enjoyed the videos! And yeah, that is the hardest part but the main thing to keep in mind is that you have to wait until the j.D connects before you go for the double jump. Doing up to down so fast can be a bit difficult. If the problem is that it's missing, then try to make the j.D hit lower
@@aDTimeGaming make it hit lower? I finally started to get the hang of it!, i realized id try to Jump cancel too early when the j.D connects, i would be abit higher than you were in the video but i got it down, i also wanna thank you for making your content so entertaining too your thumbnails are legendary and I cant express how your literally like a diamond in the rough, you definitely deserve more subs man good stuff :))
@@safe957 I'm glad you got it working, and thank you for the kind words!
@@aDTimeGaming i wanted to ask out of curiosity, im assuming that how far you are from your opponent and how low you hit the j.D affects being able to jump cancel out of it right? like the further/lower you are from your opponent the harder it is to jump cancel
@@safe957 you should always be able to jump cancel, the distance shouldn't change it that much, but if you're trying to jump cancel it on prediction of timing rather than waiting for it to connect then it would be much harder to actually get the jump cancel timing correct. But you should be able to jump cancel it now matter the height j.D connects. Unless maybe it's really close and you land while they're still in hitstop
Mannnn I cannot get 6S,HS into focus shot for the life of me. How are y'all getting that I really wanna expand my options when my opponent is blocking
Getting 6S 5H shot into guard crush shot is very difficult to consistently get to beat fast mash options. However the risk the opponent takes by mashing typically makes them unlikely to press. Since it is a manual timing, it really just comes down to practice, but even I can't make it frame trap every time even after many months of playing him for over a year. If you fight an opponent who mashes often in that spot, then trying to time it a little earlier will deter them from mashing pretty fast. But it definitely is worth putting the time into to get it down.
thanks a lot this video is very helpful
For CS>JC>Fire corner mixup, what's the reason I should follow it up by Fire> back airdash>JS>land>Fire instead of simply doing Fire>JS>Fire?
The backdash j.S hits at about the same timing as doing nothing on the way down into 2K. Making the high and low hit nearly same frame. If you just do Fire > j.S > Fire, then they can just block high, then switch their block to low a little later and block both the j.S and the empty land 2K by switching block at the same timing. The air backdash is what makes the mixup unreactable
@@aDTimeGaming So if I do the backdash j.S too early they can still fuzzy my high low mixup?
@@neonaofumi5572 if you do it really early then yes. You want to try to do it as low as possible, but it's not that strict. Just try not to do it while you're still way over their head.
I need to memorize this. This video is an HC bible, but I have so much trouble inputting the instant brc and prc stuff.
It just takes practice and patience but you'll get there
@@aDTimeGaming thanks for replying! Any recommendations on how to practice the inputs for those instant air dashes
Absolutely love your content btw.
@@juanpilicioso4723 which instant air dashes? The IAD BRC from the c.S for the mix?
@@aDTimeGaming yes!
That mod is hard! Is that on gamebanana?
Yup! Here's the link, gamebanana.com/mods/340390
How do you make yourself safe on safe jump? cuz i dont know any buttons taht are safe off of cs besides just shooting and if u have ur gun out the safe jump is uselss
To make yourself safe on a safejump you just press the button on the way down and then block. If you want to be safe from a blockstring you can do c.S dash kara 236S then put the gun away since you're plus 3 you will be safe. You don't have to do the dash kara and can do it after 6S or 6K, but if they FD it could whiff leaving you vulnerable. But if they FD then just doing curse can get you away quickly
@@aDTimeGaming yes but my problem is that everytime i safe jump with jS i get thrown because jS landing is not safely convertable against throws, so like, i knock him, go for the jS, if he dps great, but if he just blocks, then when i touch the ground im getting thrown because there is no option besides shooting that doesnt leave a 3 frame gap to grab, and i dont wanna shoot because if i have my gun out im DP able
@@JazzRipHH if it's hitting low enough to safe jump then it should be plus enough to true string into other buttons, but I'll lab it later tonight to give a better answer
@@JazzRipHH Can you tell me exactly which safejump setup you're talking about? Most of the ones I showcased used j.D instead of j.S
I can't get the j2k to go that far after a knockdown. I end up on the same side as I was.
If you do j.3K then it will give you momentum forward to help you get to the other side. But if it's for directly after a knockdown then it may be spacing dependent on how far away the knockdown left them
is there a way to put the gun away in the middle of someones super animation or would you have to time it like when when the animation for the startup ends
There is a buffer window during the super animation, but it's best to time it near the end of the animation if you want it. Also you won't always be able to put it away depending on the super, the timing, and what you were doing before the super
for the mix up when you do (2k > 2D > dash > j.K > j.D > j.2k),
I am having trouble with either the j.k lasting too long and j.D not coming out or if I do it with just the j,D I am unsure how you do the follow up j.2k without jumping too high?
If you're trying to use the j.K to frame kill, then you'll want to do it as soon as you can while leaving the ground. It's not a perfect frame kill, but it should help get the timing close. If you're doing without it, then you'll have to just mess around with some manual timings until you get a feel for it. Mess around with doing it too early and too late, then working your way in from both sides until you find what works. The hardest part of that is the j.D into the instant rising j.2K and it's one of the hardest things I've done with him, but I barely use it in games so it's not something that is super necessary to learn if you feel it's too hard.
Hi, i'm still struggling on how to do dash cancel BRC into rising j.2k any tips on the execution and inputs?
c.S, dash macro, hold up then press dash macro then instantly RC, then quickly j.2K for the fast cancel
👍
Maybe I'm just to much of a beginner at HC/GG but, how tf do you keep people from just turning their brain off and iad'ing at you. I really struggle with keeping pressure when I reset or match start. if I steady aim spam they just wait until I have to focus and run at me lol.
6S is good for stopping air approaches and even just approaching as long as they don't throw out a low poke. If they just run in, then 2S is your go to button
@@aDTimeGaming Thanks for the reply, I will try to use it more often. Happy chaos is fun, but man learning him in low floor tower feels like bashing my head against the wall lmao.
@@dpow9809 he definitely takes a while to learn, but the more you learn the more fun he gets
what patch is this, is most of this still usable?
This is the previous patch, everything but 5K 6K combing still works
Hey what's the benefit of the close slash brc mix over just doing the non metered version
The BRC mix makes it a lot easier to true string the mix and it lets you save bullets and concentration so if you used a decent amount of your resources zoning or in pressure already you can still mix and get a good combo after
Thanks for sharing this.
I have a problem, Do I need to do a high jump with the 2k mixup? since I end up landing in front every time.
or it's just my execution error.
Which j.2K mixup are you trying? With fast BRC after dash cancel or after j.D into double jump back j.1K? Or another one?
Thanks for your response, I just found that was my execution error.
Any idea how to wallslump after the 5k 6k nerf
I will be making a video on the patched happy chaos soon, but the ways to wallslump are just 2K into shot then run up c.S 6K shot loops and if they have already been wallslumped and you went low, it's 2K 6P shot to put them back into it
@@aDTimeGaming thank you so much bro ill b waitng for that guide
is this guide current?
The only thing that doesn't work anymore is 5K or 2K into 6K being a true combo/frame trap. All the mixups still work
I'm having problems with the wall slump carry any tips?
Can you be a bit more specific? Do you have trouble looping 5K 6K into 5H shot? Or have trouble doing the oki after wall slump?
@@aDTimeGaming 5k into 6k into 5h I keep resetting the combo or get too far from the opponent
@@user-vs5yq8dl8r try to time the gunshot for the end of the hitstun from 6K and make sure to dash a little before doing the next 5K 6K. It definitely takes practice at first, so mess around with different timings for the gunshot and make sure you're dashing quickly after 6K
This is an awesome guide, I love the midscreen safejump setup. I'm having a hard time getting the rising j.2K to come out as low as I'm seeing you do it, are you delaying after the meaty j.D to lose some height? Or does it have to do with that rising j.K you're using to time the meaty j.D?
The j.D does take a little manual timing, but you can do a whiff j.K to help make it so you don't do it too early.
But I will say getting the double jump into j.2K quickly takes a good amount of practice so it may be that more than the j.D not hitting low enough
@@aDTimeGaming Thanks for the quick reply, I'm not having issues getting the double jump j.2K I'm just not hitting the meaty j.D low enough I think. I'll keep practicing!