While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
A low attack where Chaos lunges forward.
This move has a fast recovery on block, making it a suitable option for approaching the opponent.
Command Normal 3
+
Chaos moves forward as he attacks.
This move's high hitbox makes it effective for catching a jumping opponent.
Command Normal 4
AIR ONLY
+
Air only
In mid-air
An overhead attack that hits directly below Chaos.
On hit, Chaos will bounce slightly, changing the trajectory of the motion.
Special Attacks
At the Ready
or+
Chaos readies his gun, allowing him to shoot at his opponent.
When inputted with
+
, he performs a short ranged attack at startup.
Chaos cannot block while aiming his gun, but will be able to fire shots that will hit the opponent immediately.
The aim stance will disengage once Chaos runs out of Concentration.
Fire
During At the Ready of Steady Aim
Chaos will fire his gun, consuming Concentration and Ammunition.
The crosshair will shrink over time, increasing accuracy and damage.
After firing, the crosshair will enlarge again, decreasing accuracy and damage.
Certain situational and special move-related exceptions aside, it can be performed during nearly any action.
Steady Aim
+
Chaos will steady his aim.
This further increases his damage and accuracy compared to At the Ready.
Be careful, as Chaos will not be able to block, jump, move, or perform certain special attacks during Steady Aim.
Inputting
+
will disengage the stance.
Cancel Aim
+
During At the Ready
Cancels the At the Ready stance.
Reload
+
Chaos reloads his gun.
Focus
+
Chaos will focus his spiritual energy to recover a certain amount of Concentration.
After activation, his Concentration will deplete at a slower rate for a set period of time.
Chaos will be vulnerable during the process, making it critical to time the usage of this move carefully.
Roll
+
Chaos rolls forward quickly.
Chaos can roll behind the opponent during the motion.
The motion is also extremely low-profile, making it useful for ducking under high-profile attacks.
Scapegoat
+
Chaos summons a clone of himself while retreating backward.
Summoning a clone will cost a small portion of his life.
The clone will be destroyed after a set time or after taking a hit.
Curse
+
Chaos will throw a ball forward.
When the ball hits the opponent, Chaos's gunfire accuracy will increase.
Overdrives
Deus Ex Machina
+
A powerful attack that fires numerous bullets at the opponent.
The attack activates at the opponent's current position, allowing you to perform this move from anywhere.
It will also cause an Area Shift on hit in the corner.
Super Focus
+
Chaos focuses his spiritual energy to recover all of his Concentration.
For a certain duration after activation, Chaos's Concentration will decrease at a slower rate, allowing him to perform powerful attacks using his gunfire.