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Sd-cha

Introduction[]

Cha-icon

Health: 10801 (Originally 9800)
Play-style: Offensive, Footsies, Pressure, Frame Traps, Tandem Attack, Rekka (Azhi Dahaka only)
Dash Type: Run
Specialty: Azhi Dahaka
Chaos controls a giant lizard and has a specific gauge limiting its use. When the icon is green, you can freely order the lizard. When the icon is red, Azhi Dahaka is either in the middle of a move or still recovering from previous move. When Azhi takes a hit, it disappears from the screen and the icon turns black. You can't use Azhi during this time. Icon recovers back to green after few seconds. Damage inflicted onto Chaos via getting rid of Azhi is negated whenever in Vorpal state, as well as the ability to whiff cancel any Azhi-based move into another one.

Chaos is technical character who fights together with a lizard called Azhi Dahaka. Chaos uses a variety of decent pokes for footsies while the rest of his special moves all are commands for Azhi Dahaka. In a sense, Chaos is a type of avatar fighter who relies on disjointed zoning and powerful tag-team offense.

You can cancel Chaos' normal moves to Azhi Dahaka's orders and cancel Azhi Dahaka's orders to Chaos' normals. Take advantage of this rule and assault your opponent with waves of attacks. Also, most of Azhi Dahaka’s special move orders has a very unique rekka mechanic, such as allowing to cancel used EX moves as well than just used special moves to unused specials/EX moves outside Infinite Worth or Infinite Worth EXS moves (for cancelling the used EX to unused EX then IW or IWS can only be applied on Cross Veil Off with extra careful).

Chaos has a good amount of match and space control at his disposal due to mechanics involving Azhi attacking at unexpected moments, making him solid at punishing some attacks. He also packs a good damage output and decent zoning on his own, with moves such as his 6C Code Reflect move and a ton of offensive capabilities giving him with Azhi Dahaka at his disposal: frame traps, okizeme, mixup and crossups.

However, Chaos' technical playstyle requires good judgment and solid spacing, so he can be hard to use, especially because his non-Azhi moves aren't too good (exacerbated further with much of the weapons-based cast) as his footsies game is one of the weakest. Despite his good mixup with Azhi, his normals on the other hand don't give him much to open up his opponent's defenses. His spacing also needs to be spot on with moves like his Code Reflect and having Azhi being close to Chaos at all times; too far behind with Chaos taking the lead is never an ideal position.

Of course, when he focuses on any offense, technical or not, he forefits the assets of meterless reversals, so when forced on the defensive, Chaos can have a hard time trying to have some breathing room as Azhi is useless without Chaos being free to give commands.

His standard offense also notably a bit weak without Azhi, despite his combos being decent as he has no grounded overheads for mixup; from there, like with certain avatar characters in other fighting games, Chaos' "avatar" can be hit to disable its use for a while, severely cutting off his options and making sure Chaos has good control over Azhi's movements.

A notable thing to keep track of is Chaos' relation to Azhi; certain recent avatar fighters can both be hit by a single attack, meaning characters can hit both Chaos and Azhi Dahaka like so. Also, should the one be sandwiched in between the two, blocking position and orientation is based on Chaos' position from his opponent, and not Azhi Dahaka's, meaning just by moving away from Chaos to block normally, one can also block Azhi's attacks as well, even if the lizard attacks from behind.

Move List[]

Normal Moves[]

Input Damage Guard Cancel
UNI A 180 Crouch/Stand
Cha-5a Chops inward with his leading hand at a downward angle.
Input Damage Guard Cancel
2UNI A 140 Crouch
Cha-2a Crouches and sweeps with hand. Repeatable as any other rapid-fire light attack.
Input Damage Guard Cancel
UNI B 500 Crouch/Stand
Cha-5b Lean-kicks forward obliquely downwards in a stomping motion. Slow start-up, but works as a decent mid-attack-type poke against crouching targets.
Input Damage Guard Cancel
2UNI B 400 Crouch/Stand
Cha-2b Crouches and kicks forward low. Standard medium low kick normal and a good poke.
Input Damage Guard Cancel
Dash UNI B 400 Crouch/Stand
Cha-db Same motion as 5B follow-up. Technically his best anti-air on the fly, but must be used with care and proper positioning.
Input Damage Guard Cancel
UNI C 510 Crouch/Stand
Cha-5c Slashes horizontally with hand via a backhand thrust while stepping a bit forward. Hitbox not too different from 5B and is a decent far range hit confirm at close-quarters.
However, it's bound to miss shorter targets that can crouch under it. Otherwise, it works as a decent poke.
Input Damage Guard Cancel
2UNI C 580 Crouch
Cha-2c Crouches and does a wide outward chop. Knockdown like any other sweep, and can follow-up with other attacks. Decent space control move that works as one of Chaos' main poke-punish tools.
Input Damage Guard Cancel
Dash UNI C 780 Crouch/Stand
Cha-dc Vertical slamming chop with leading hand. Downs on hit, though it is not an overhead despite its looks. Primary ender to apply wake-up offense using "Hide" in the corner as well in the midscreen.
Input Damage Guard Cancel
j. UNI A 140 Stand
Cha-ja Chops down and outward with his leading hand. Obliquely downward long reach. Good for air-to-ground approach.
Input Damage Guard Cancel
j. UNI B 400 Stand
Cha-jb Turns around and kicks forward straight in front of him with his following leg. Long horizontal reach for combo filler and air-to-air. Works for cross-ups.

However, as of Exe: Late[st] it's slightly harder to cross-up with nowadays due to a hitbox change, but in that aspect it instead works great in trying to apply fake cross-up/jump-in tactics.
Input Damage Guard Cancel
j. UNI C 520 Stand
Cha-jc Launch-kicks right above him in a turn. Combo filler and good aerial anti-air.


Throw[]

Input Damage Guard Cancel
UNI A+UNI D 1450
Cha-throw Jump knee kicks the opponent upwards. Not often a solid combo option since it's near impossible to combo from it, but it works for a decent knockdown option instead.


Force Function[]

Input English Name Japanese Name Damage Guard Cancel
UNI B+UNI C Sneak Around スネークアラウンド
Cha-ff Forward roll where Chaos vaults himself over. Invincibility during the move. Beginning and end of the move have hurtboxes, and is used mainly as a joint cross-up during pressure with Azhi in tandem.

However, it can be used during certain moments to escape offense and seize momentum.

Cannot roll behind the opponent at the corner.


Command Normals/Unique Arts[]

Input Damage Guard Cancel
UNI B>UNI B 450 Crouch/Stand SP/EX/CS
Cha-5bb Spins around and kicks upwards with a high back kick. Launches the opponent slightly, and works as a slight anti-air. However, it has a notable amount of recovery on its own if left alone, but it provides powerful pressure and combo potential.
Input Damage Guard Cancel
UNI C>UNI C 427 Crouch/Stand
Cha-5cc Spins around and swing-kicks diagonally upwards. Raises the opponent airborne for a short while. Staple in combo routes since it launches the opponent in the air.
However, like his original 5C, it should be used with caution since it too can miss short-crouching opponents. Cannot be cancelled via Passing Link.
Input English Name Japanese Name Damage Guard Cancel
6UNI C Code Reflect コードリフレクト 640
Cha-6c Throws his book forward and shields with it as it returns to him quickly. Upon making contact with any projectiles will have it absorb them and extend its range while buffing the hitbox. Special cancel and wallbounces on hit.

Difficult to combo without Counter Hit or Chain Shift. Has a pretty fast start-up. Usually used to get rid off projectiles or as combo filler, and requires a good amount of spacing to make good use of it without an opening.
Input Damage Guard Cancel
j. 2UNI C 620 Stand
Cha-j2c Kicks downwards with a reverse backflip spike. Wide hitbox downwards, with works as either a normal jump-in tool, a short hop overhead or an air-to-ground combo transition if Chaos has any available OTG-pickup tools on hand. Inflicts plummet on airborne hit.


Special Moves/Sure-Killing Arts[]

Input English Name Japanese Name Damage Guard Cancel
236 UNI A/(UNI B)/UNI EX
Air OK (Hold to charge)
That's the prey あれが獲物だ 650/710/1672
Cha-emono Azhi rushes and slashes towards the opponent.

A version is a quick grounded inward slash that can both stuff the opponent and place them in blockstun.
B version jumps obliquely upwards with a straight-upward swipe which will stuff jump-ins or jump-outs as an anti-air. Can be charged up for a stationary-vertical launch that can only be done when Azhi is still on the ground that also passes through the opponent to make Azhi swap sides.
EX version is similar to the A version in that it has Azhi slashes forward and hits once, but it ends in a claw slam which grants a hard knockdown.

If done during B version That's the prey or Repel them, Azhi will dive down with its claw instead. The EX version works the same way in that Azhi will dive first before doing the final slam.
Input English Name Japanese Name Damage Guard Cancel
214(UNI A/UNI B/UNI EX) (Hold to charge)
Air OK
Breathe out 噴きつけろ 550/550/1722
Cha-tsukero Azhi leaps then blows a fireball from its mouth at a downward angle. Similar to Merkava's flame. Projectile attack.

A version blows 1 fireball, B version is 2, and EX blows 3 flames while granting a knockdown. Helps Azhi control a large amount of space and A/B versions are special cancellable, allowing you to choose how you prefer Azhi to descend.


B version is primarily used as okizeme after j.2C enders midscreen.

Input English Name Japanese Name Damage Guard Cancel
623UNI A/UNI B/UNI EX
Air OK
Repel them 打ち払え 570/690/1278
Cha-harae Azhi jumps and spin-swings with its tail. B jumps higher than A. EX jumps and does multiple slashes. Normal, FF, Special cancelable. Jump cancel only on hit.

As opposed to "That's the prey" where Azhi becomes closer to the opponent, "Repel them" allows it to poke at a range away from the opponent. Move's range and fast startup allows it to be effective at stopping jump-outs or poking attempts by the opponent during Azhi's pressure, as well as start up a corner combo from mid-screen.
Can cancel into "That's the prey" to make Azhi perform it from midair.
Input English Name Japanese Name Damage Guard Cancel
22UNI AUNI BUNI EX Hide 潜め 765
Cha-hisome Azhi hides in a shadow for a brief moment before reappearing and chomping the opponent, then flinging them upwards. Azhi is also invulnerable during its time within the shadow.

On hit it throws the opponent upwards, allowing for a follow up combo. The A version has Azhi appear from the shadow almost immediately while the B version has Azhi hide within the shadow for a longer period before attacking. EX tracks and appears behind the opponent, making it difficult to punish Azhi during its recovery. If the move is blocked, Azhi roars and ends up in a long recovery state.

"Hide" is used as the primary oki route from Dash C combo enders both midscreen and in the corner. It is also possible to have Azhi preform other specials while it's still hiding within the shadow. Allowing you to surprise opponents who think Azhi is incapable of attacking immediately after the special is used.
Input English Name Japanese Name Damage Guard Cancel
Hold down UNI A/UNI B/UNI C
Air OK
Sidle up にじり寄れ
Cha-yore Upon holding A/B/C while Azhi is active will have it walks towards the opponent. Azhi has no hurtbox during the use of this move. Azhi can also be moved this way while Chaos is in blockstun. While no buttons are being held Azhi will automatically move towards Chaos's position.

Primarily used to keep Azhi within a range where it will discourage the opponent from reckless approaches. Holding and letting go of any of the 3 buttons will have Azhi go between following the opponent and returning to Chaos, having it pace back and forth and stay in place.


Infinite Worth[]

Input English Name Japanese Name Damage Guard Cancel
41236 UNI D Dissect Barrage ダイセクトバラージ 3042
Cha-iw Searches the opponent's position and Chaos bends down to place a magic circle appear below them. If the circle connects, the foe is launched up and shredded apart by Azhi from various angles of attack while in midair, ending with a downward takedown-reap. Fast start-up and some invincibility.

After the move, Azhi disappears from the screen but the icon stays green, so it can be immediately re-summoned.


Infinite Worth EXS[]

Input English Name Japanese Name Damage Guard Cancel
UNI A+UNI B+UNI C+UNI D Deep Revenance ディープ・レヴァナンス 3666
Cha-iwe Usable only when your own health is under 30 %

Starts with a purple pillar of light. If it hits, a special animation will be shown and around 3500 damage is dealt. Use of the move will cause GRD Break, except if the user is in a Vorpal state before using it. If used within a combo, damage of the move is greatly reduced.

Animation: Chaos gestures with the one of his animations for any direct-offensive Azhi-based move, causing red lines of runes to emanate and circle around him. While doing so as his book shifts pages rapidly, the runes then appear on the opponent. After a black screen with a sudden red background, Azhi appears in front of the foe as a shadowy beast then tackles them, moving through various angles of the screen with various turns. Upon reaching the top far corner of the screen, Azhi Dahaka bites his target unleashing a red rippling blast through the whole screen as Chaos shouts out the attack's name.

Throughout the attack when it connects, Chaos will recite an incantation as quoted and translated:
万物の根源, 普遍たる真理, 我は解を求め, 我は研鑽す! 我が知 鉾とし携えん! ディープ・レヴァナンス!
Banbutsu no kongen, fuhentaru shinri, ware wa kai wo motome, ware wa kensan su! Waga chi, hoko to shi tazusaen! DIIPU REVANANSU!
(Root of all creation, universal that is truth, a solution I am demanding, for I am deep in study! My knowledge, carrying with arms in hand! DEEP REVENANCE!)

Combos[]

BASIC COMBOS

  • 2A>5B>5C>236A>6C>236C
  • 5B>2C>5C>5C>j.B>j.C>j.2C>2C>41236D
  • 2A>5B>5C>236A>623A>236B>214B

MIDSCREEN

2A Starter

  • 2A>2B>2C>5C>5C>j.B>j.C>j.2C Dash C
  • 2A>2B>2C>5C>5C>j.B>j.C>j.2C>2C>236B>623A>(623B or 214A or 236A)
  • 2A>5B>5C>5C>j.B>j.C>j.2C>Dash C>Dash C
  • 2A>5B>5C>5C>j.B>j.C>j.2C>Dash C>236A>623A>236B>623B
  • 2A>5B>5C>5C>j.B>j.C>j.2C>2C>236A>236C>Dash C
  • 2A>2A>5B>5C>5C>j.B>j.C>j.2C>2B>236A>236B>623A

2B Starter

  • 2B>2C>5CC>j.B>j.C>j.2C>Dash C>2C>236A>236B(>Delay 236A)
  • 2B>5C>236A>5A>Dash C>623B>5CC>j.B>j.C>j.2C>2B>236B(>214A)

Dash C Starter

  • Dash C>236A>5A>Dash C>623B>5C>5C>j.B>j.C>j.2C> (2C>5C>236B>623A) or (2C>6C>41236D)
  • Dash C>22A>5B>5C>236A>j.2C>2B>2C>5CC>236B>623A

"That's The Prey" Starter

  • 236B>623A>214A>623A>214A>214B [2378 Damage]
  • 236A>236B>623A>214B>623A>214B>236C [3081 Damage]

CORNER

2A Starter

  • 2A>5B>5C>236A>5A>Dash C>236B>Delay j.B>j.C>j.2C>2C>6C>(41236D|3591 damage) or (Charged j.214A) or (623A)
  • 2A>5B>5C>5C>j.B>j.C>j.D>2C>236A>236B>623B>(Charged 214A|2700 damage) or (214C|3100 damage)
  • 2A>5B>5C>236A>236B>5A>Dash C>22A(>2C)>22A hit>41236D [about 2200 damage]
  • 2A>2B>5C>236A>5A>Dash C>623B>236B>j.B>j.C>j.2C>2C>5C>41236D

2B Starter

  • 2B>2C>5C>5C>j.B>j.C>j.2C>Dash C>2C>236A>236B>(623B) or (214C)
  • 2B>5B>5C>236A>236B>5A>Dash C>22A(>2C>5C)22A hit>Dash C
  • 2B>5B>5C>236A>236B>5A>Dash C>2C>C>j.B>j.C>j.2C(>Charged 214A)
  • (Only against standing opponents) 2B>5B>5C>236A>j.2C>Delay j.C>2B>(5B>5C)5C>2C>236B>623A>(236C) or (214C>2C) or (Dash C)

5B Starter

  • 5B>5C>5C>j.B>j.C>j.2C>Dash C>22A>5C>2C>22A hit>2C>236A>41236D

j.2C Starter

  • j.2C>5B>5C>236A>2C>6C>22A>Dash C>22A hit>Dash C>(236B>623B> 214C or 41236D)

"Hide" Starter

  • (Counter Hit)22A>j.B>j.C>j.2C>2C>5C>5C>j.B>j.C>j.2C>(j.214B for oki)

Veil Off Whiff

  • 2B>5C>236A>5A>Dash C>22A>5B>22A hit>j.B>j.C>j.2C>2B>236B>236C>5A>Veil Off>2C>41236D [4400 damage]

Cross-up starter (used when crossing-up with a jump in front of the opponent)

  • j.A>j.2C>j.B (depending on where Chaos lands during the instant j.A>j.2C; if either in front or behind of the opponent, either part of the j.B can connect to either cross-up or continue the combo)
  • j.2C>j.B (used when target is too short for a j.A to connect, but may require a different timing to ensure the j.2C can lead into a better 50/50 cross-up situation)

Notable Players[]

Colors[]

1. Prateria Lupo 2. Iceberg Lince 3. Vulcano Squalo 4. Mare Leone 5. Landa Vipera
Cha1 Cha2 Cha3 Cha4 Cha5
6. Altopiano Serpente 7. Giallo Gatto 8. Verde Bestia 9. Aldebaran 10. Grazia Fuoco
Cha6 Cha7 Cha8 Cha9 Cha10
11. Jellyfish 12. Cremation Heretic 13. Moos Licht 14. Eclipse Day 15. Lapis Lazuli
Cha11 Cha12 Cha13 Cha14 Cha15
16. Orquidea Submundo 17. Heat Haza 18. Nuit Tonnerre 19. Ground Horizon 20. Uninhabited Island
Cha16 Cha17 Cha18 Cha19 Cha20
21. Regal Crest 22. Urban Camouflage 23. Planet Snatcher 24. Daphne Gray 25. Splash Yellow
Cha21 Cha22 Cha23 Cha24 Cha25
26. Grapy Amethyst 27. Unter Vulkan 28. R.Fox & G.Raccoon 29. Ceresso Bestia 30. A Mere Buddy
Cha26 Cha27 Cha28 Cha29 Cha30


Gameplay
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Movelists
Trophies
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