I think it should still be the same, but I'll test it when I get a chance. Though they can still do it at timings that are inescapable like when you're in steady aim startup
Wow incredible guide! I'm finally trying to learn HC partially because I want to learn his weaknesses better and partly because he's kinda sick. Glad you shared the secrets on how to do his inputs efficiently -- it really makes him feel super nice. Not at all as hard as I was expecting.
This guide was mad helpful and I really liked it’s pacing and all the super full screen stuff. This might be too specific but a breakdown on dealing with characters that over rely on the air, and have better risk reward up there, like Millia, May, Chipp, etc. would be pretty interesting if you yourself have notable things to remember but that’s just what I’m currently figuring out with the character. That or dealing with Potemkin, armor and stuff :p.
Glad you enjoyed the video! And yeah Potemkin definitely forces a different gameplan, but I have ideas I can share. I can look into making a matchup guide after the 4th video.
You'll typically do a normal, for example 6P, then immediately hold H and hold it until you're ready to let the bullet go. It makes his pokes higher commitment but it give his the option to always combo so negative edge it early
is the steady aim reload cancel basically this? 214s (hold h while the animation is playing out) , leave h to shoot; negative edge. then double crouch + p for reload into some other move for cancel?
214S hold H while the animation is happening, then before the reticle fully zooms in for the charge shot input double crouch. Then let go of H and instantly press P
I feel like I'm messing up the blockstring still. The inputs are simple enough but the delay between the ATR shot and the steady aim shot let's the opponent mash out of it if I'm going for a fully charged shot. Is there some tech I'm missing, or am I just not fast enough?
The timing is pretty tight to make it so they can't mash, especially if they have a 3/4 frame button. To make it so you out space mashing you can do a delayed but still true string shot after 2D or 2S so you are further away. Also c.S f.S pushes you out really easily but you don't get a low from that so it's up to you what you want to do. But it is mostly just about finding the timing and getting it into muscle memory
@@aDTimeGaming what's a good way to practice the timing then? Is it the same timing as the 70 bpm GC loop? As for spacing, does that mean the usual preference is for like 2d/6s shot steady aim to space?
@@Ubiquitial1 There is kind of a visual indicator when to let go of the negative edge for the steady aim shot, it's right around when he puts both hands on the gun or roughly around when he hold the gun in the actual position he would shoot it, facing straight ahead. If you're scared of mashing I would recommend going for 2D over 6S more since 6S will leave you the closest.
I personally don't find it more convenient to negative edge a lot of the time. Maybe I'm just stubborn but it messes with my other inputs. (On my setup I'm using my pinky for HS so maybe that has something to do with it, but I can't see how it would be any easier with the traditional layout.)
Doing negative edge for gunshots allows you to make any move safe by shooting immediately after any normal by holding hs while in the animation. It’s also impossible to do the guard crush loop and confirming off any normal with atr shot into clean hit steady aim (1-2 frame link with negative edge, impossible without). I push heavy slash with my ring finger, and dust with my pinkie. Consider using the classic GG rainbow layout instead of what you use now.
@@onkarlally I'm on keyboard and using a very particular steup for my keybinds. About 600 hours of muscle memory to re-learn. I've actually been working negative edge in since finding this video anyways and it's not as big a deal as I first assumed.
If you're doing 5K or c.S into 6S or 2D then do 5H into charge shot then you can do it without thinking. But if you do 6K or 2S you have to do a non charge shot to combo it since it is a 1 frame link to get the charge shot which isn't worth trying
I'm not sure I understand the question. You can always reload cancel, but depending on the range and if you have already done focus or super focus, you can only do between 3 and I think 7 shots assuming you are doing steady aim guard crush shots
I'm not sure what you mean either, but if you're talking about his concentration and ammunition not running out in the video, it's because he set it to be infinite in training mode. In an actual match you can only get off a few shots before running out of concentration. I've seen Tiger Pop use 214P or "Focus" in place of reload to refill his concentration and keep the loop going a little longer, so you could try that. Hope that helps!
@@charlii2048 yea I didn’t realize that when I played him in training mode but I’ve got it together now and I’m cooking in online with him thanks to this vid
This is the best happy chaos guide I ever seen, the bpm training is brilliant! Thank u bro.
While it is good I’m still having too many issues with the character like I can’t execute what I see from the videos in game it’s so frustrating
First the majin but guide, now this? You're always there when I need it dude.
Glad to help!
At 4:37 will this work anymore? I know Kenjyu was changed, and I always seem to get punished. Is PRC the only way now?
I think it should still be the same, but I'll test it when I get a chance. Though they can still do it at timings that are inescapable like when you're in steady aim startup
Wow incredible guide! I'm finally trying to learn HC partially because I want to learn his weaknesses better and partly because he's kinda sick. Glad you shared the secrets on how to do his inputs efficiently -- it really makes him feel super nice. Not at all as hard as I was expecting.
You are my hero. I appreciate you so much for this series
adore these videos. i might actually start playing the gun gremlin now.
jesus, happy chaos is just hol horse on steroids
Great video 😊
This guide was mad helpful and I really liked it’s pacing and all the super full screen stuff.
This might be too specific but a breakdown on dealing with characters that over rely on the air, and have better risk reward up there, like Millia, May, Chipp, etc. would be pretty interesting if you yourself have notable things to remember but that’s just what I’m currently figuring out with the character. That or dealing with Potemkin, armor and stuff :p.
Glad you enjoyed the video! And yeah Potemkin definitely forces a different gameplan, but I have ideas I can share. I can look into making a matchup guide after the 4th video.
correct me if I'm wrong but negative edge is basically this right.
6p and when u feel 6p connects then hold and let go of h. just an example.
You'll typically do a normal, for example 6P, then immediately hold H and hold it until you're ready to let the bullet go. It makes his pokes higher commitment but it give his the option to always combo so negative edge it early
is the steady aim reload cancel basically this?
214s (hold h while the animation is playing out) , leave h to shoot; negative edge. then double crouch + p for reload into some other move for cancel?
214S hold H while the animation is happening, then before the reticle fully zooms in for the charge shot input double crouch. Then let go of H and instantly press P
I feel like I'm messing up the blockstring still. The inputs are simple enough but the delay between the ATR shot and the steady aim shot let's the opponent mash out of it if I'm going for a fully charged shot. Is there some tech I'm missing, or am I just not fast enough?
The timing is pretty tight to make it so they can't mash, especially if they have a 3/4 frame button. To make it so you out space mashing you can do a delayed but still true string shot after 2D or 2S so you are further away. Also c.S f.S pushes you out really easily but you don't get a low from that so it's up to you what you want to do. But it is mostly just about finding the timing and getting it into muscle memory
@@aDTimeGaming what's a good way to practice the timing then? Is it the same timing as the 70 bpm GC loop? As for spacing, does that mean the usual preference is for like 2d/6s shot steady aim to space?
@@Ubiquitial1 There is kind of a visual indicator when to let go of the negative edge for the steady aim shot, it's right around when he puts both hands on the gun or roughly around when he hold the gun in the actual position he would shoot it, facing straight ahead. If you're scared of mashing I would recommend going for 2D over 6S more since 6S will leave you the closest.
happy chaos> vtubers
to this day i still cant get the reload canceling down, good video nonetheless
I personally don't find it more convenient to negative edge a lot of the time. Maybe I'm just stubborn but it messes with my other inputs. (On my setup I'm using my pinky for HS so maybe that has something to do with it, but I can't see how it would be any easier with the traditional layout.)
Doing negative edge for gunshots allows you to make any move safe by shooting immediately after any normal by holding hs while in the animation. It’s also impossible to do the guard crush loop and confirming off any normal with atr shot into clean hit steady aim (1-2 frame link with negative edge, impossible without). I push heavy slash with my ring finger, and dust with my pinkie. Consider using the classic GG rainbow layout instead of what you use now.
@@onkarlally I'm on keyboard and using a very particular steup for my keybinds. About 600 hours of muscle memory to re-learn. I've actually been working negative edge in since finding this video anyways and it's not as big a deal as I first assumed.
are there any exceptions to doing the hitconfirm string or is it always good to do the normal negative edge charge shot combo if you land the normal?
If you're doing 5K or c.S into 6S or 2D then do 5H into charge shot then you can do it without thinking. But if you do 6K or 2S you have to do a non charge shot to combo it since it is a 1 frame link to get the charge shot which isn't worth trying
Does the reload cancel last forever? Because I can only get a few shots off until my concentration runs out
I'm not sure I understand the question. You can always reload cancel, but depending on the range and if you have already done focus or super focus, you can only do between 3 and I think 7 shots assuming you are doing steady aim guard crush shots
I'm not sure what you mean either, but if you're talking about his concentration and ammunition not running out in the video, it's because he set it to be infinite in training mode. In an actual match you can only get off a few shots before running out of concentration. I've seen Tiger Pop use 214P or "Focus" in place of reload to refill his concentration and keep the loop going a little longer, so you could try that.
Hope that helps!
@@charlii2048 yea I didn’t realize that when I played him in training mode but I’ve got it together now and I’m cooking in online with him thanks to this vid
You can avoid Zansetsu with curse? Good lord.
I need that pic of Happy Chaos with the "4" fingers
twitter.com/ItsYaBear/status/1539901412724940800
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I'm sorry, I'm not strong enough 😔