Super Smash Sisters is a game like Super Smash Bros., but all the playable characters are girls. This game was released for the Nintendo Wii. Super Smash Sisters, known in Japan as Nintendo All-Star! Great Fray Smash Sisters, and often shortened to 'SSS ', is the game that started the Super. Rui Rui Mishima lived her whole life trapped in the country longing for a chance to get out and make it big. After seeing the town's magical artifact up for aution Rui was overcome with a sudden surge of hometown pride and sets out to find the chaos code and use its unlimited power to destroy capitalism.
Disc 101Chaos Code (Opening Movie)0:3602Elegy of Fight (How to Play)0:4603Blazing Beats (Character Select)0:5004Rumble-the begin (VS Demo)0:1605No Forgiveness (Vein Stage)2:1606Starting Point (Catherine Stage)2:3707Toward the Sun (Rui Mishima Stage)2:0708Challenge (Challenger Intrusion)0:0709Unite The Night (Cait & Sith Stage)3:3810Dark Journey (Kagari Stage)6:3611Paramet (Cerberus Black Stage)3:3612Appearance of Rival (Special Challenger Intrusion)0:0513Are you ready for this?
Chaos Code is new to steam, but it’s been out for a few months on Playstayion 4 and even longer than that in arcades and even longer than that if you count older versions of the game, like the one on Playstation 3. That means there are players who have years of experience in this game, so it might be hard to win online, but that also means there’s a lot already known about how to play the game.
This guide is going to explore universal system mechanics and introduce a few higher level concepts that are well known amongst the chaos code community. The Chaos Code community largely uses numpad notation for in-game actions. In numpad notation directions are represented by numbers corresponding to their location on a keyboard numpad, thus 2=down, 6=forward, 4=back, 8=up, and 5=neutral.
You can combine the numbers to make joystick motions, IE the motion for Hikaru’s Blue Sphere Break (Soukyuha) would be written out as 236K for down, down-forward, forward and then any kick button. Throughout this guide I’ll be using numpad notation, but I’ll also provide a description of each action as well for players not used to it. Chaos Code has a fairly standard set of “anime” style movement options.
You can walk, dash, double jump, air dash, etc. But there some nuances that are unique to chaos code so even if you’ve played a lot of anime games you might want to brush up on these basics.Run vs StepInputting 66(double tapping forward) will cause you dash, but what kind of dash your character does is determined at character select when you “select your bounce”. Run is fairly similar to many other games, after starting a run you can continue to hold 6(forward) to keep running for as long as you want, and can cancel your run into an attack or super jump(more on that later) at any time. Step is closer to games like Street fighter, it has a fixed distance making it less versatile than run and because you have to wait for each step to finish before doing another covering large distances is much slower in Step.
The upsides to step are that you can cancel most normal moves into a step which can set you up for strong mix-ups, and your super meter builds faster if you take step.In addition to all those differences, there are two characters who have completely different dash styles. Celia and Cthylla have a “hover dash” instead of a run and they can’t cancel any moves into step, but instead can cancel their step just like other characters cancel their runs.BackdashNo matter which kind of “bounce” you select you’ll always have the same backdash.
By inputting 44(double tapping back) will cause your character to quickly move backwards. Backdashes all have some amount of invincibility on start-up but the specifics vary from character to character, so you’ll have to do some testing on your own to figure out if your character has a good backdash or not.JumpingHitting 7(up-back), 8(up), or 9(up-forward) will cause your character to jump, once you’re airborne you can jump again with any up input or you can air dash by hitting 66(double tapping forward) or 44(double tapping backwards). If you input 1(down-back), 2(down), or 3(down-forward) right before jumping off the ground you’ll do a super jump instead of a normal jump. Super jumps are faster than normal jumps and go higher.
After super jumping you can’t double jump, but you can still air dash. You can perform air attacks no matter which jump you do.Instant air dashingIf you jump by hitting 7(up-back) or 9(up-forward) that input actually counts as the first back/forward needed to get your air dash. That means you can input 96(up-forward, forward) while on the ground and get a very low air dash. This is often abbreviated as “iad”. BlockingHolding back will cause your character to block.
Some attacks are overheads and must be blocked while standing, some are lows and must be blocked while crouching, some are mids and can be blocked in any direction. Every character has a move on 6C+D(hold forward, press both the C and D buttons at the same time) which is unblockable, these have a big purple flash to let you know they can’t be blocked. Celia II 改 (pronounced “Kai”) and Ray both also have unblockable supers. To avoid these unblockable moves try jumping away or rolling to get out of the way before they hit.Air blockingWhile in the air, holding back will cause your character to air block. Most ground normals and ground specials are not blockable in the air.RollingHitting the A and B buttons at the same time will cause your character to roll forward. These rolls are invincible to attacks, but not to throws and have a lot of recovery at the end.
That means they’re useful if you can see or think your opponent is going to do something with a lot of recovery (for example, most supers can be rolled through and then punished), but you want to be careful not to get predictable yourself.Tactical GuardHitting the C and D buttons at the same time will cause your character to strike a pose and flash for a fraction of a second. It costs half a super level and if an opponent attacks you during this time it’ll trigger a counter which puts them into a crumple state for a free combo.
This counter will not activate against throws, projectiles, or sisters. This is also sometimes referred to as a “parry” or abbreviated as “TG” within the Chaos Code community.GrabsHitting the A and C buttons at the same time will cause your character to Grab the opponent. These grabs cannot be blocked and must instead be teched by hitting A and C as soon as you are grabbed. In addition to these “normal grabs” there are also “command grabs” which are special moves that count as grabs such as Bravo’s “Sublimating Frying Pan”. Command grabs cannot be teched and instead must be avoided. If an opponent is in hitstun they cannot be normal grabbed, but some command grabs will still work. If an opponent is in blockstun they are completely immune to throws.
Normal grabs cannot hit an opponent who is airborne, but some command grabs can. Additionally, some characters have air grabs, done by inputting A+C while airborne, these will grab airborne opponents, but whiff against grounded ones and can be used in combos. There are 3 levels of super meter in Chaos Code. You can spend half of one level to do an ex version of a special move, one full level to do an ultimate chaos, 2 full levels to do a super cancel, or 3 full meters to do either an exceed or a destruction chaosEX movesThese are extra powerful versions of special moves, they’re often faster, more damaging, and sometimes set up for combos.Ultimate chaosThese are very powerful super moves that come with a screen freeze.
There’s a lot of variety among the cast in terms of how supers are used. Some are simply very damaging moves, others can extend combos, and some give new options after activation.Super cancelsLike most fighting games, if you input the motion for a super durring another move, that move will end it’s animation early and start the super. But unlike other fighting games, chaos code treats normal moves and special moves differently in this regard. When canceling from a normal move, you only need 1 meter to do a super and nothing special happens. But when you cancel from a special move you need an extra meter, in exchange for the extra meter your super will ignore damage poration and hit with its full power.ExceedBy hitting the B and C buttons at the same time when you have 3 levels of super meter your character will briefly flash green, start glowing, start recovering health, and the in-game timer will stop ticking down. While you’re glowing you have an unlimited supply of super meter to spend as you wish, any action that would normally drain meter will instead take some time away from your exceed.
The activation of your exceed is invincible and will knock the opponent away on hit, but if you activate exceed durrng another move you’ll simply return to a neutral state instead of having that burst attack.Destruction chaosThese are super moves which are extra powerful. They cost 3 full bars instead of just 1 and do a lot of damage. Extra movesThese are moves that your character does not have by default, but instead must choose before the round starts. These moves tend to be some of a character’s most useful so think about which you want before going into battle.RecoveryBy hitting the A and B buttons while in hitstun you can make your character recovery early. While knocked down this will cause a short roll animation, and while airborne this will cause a flash and give you some momentum depending on which direction your joystick is pointing. All attacks have an amount of hitstun that cannot be recovered out of, and some attacks cause a “hard knockdown” that can’t be recovered from. If you wish to recovery as soon as possible check the “buffer” section below for some tips.HealthAt the top of the screen is a lifebar for both players which measures how much health they have.
When one player runs out of health they lose the round. You lose health from getting hit, getting thrown, or blocking special/super moves (damage you take from blocking is very low and called “chip damage”). Any of those damage sources can cause you to lose the round.
Health cannot be restored except by Kudlak’s “passive” ultimate chaos and by the effects of exceed.StunUnder each character’s lifebar is a smaller bar that slowly fills as they get hit. This is a character’s stun bar, when it’s full it’ll force the character into a dizzy state where they can’t move or defend. Whenever a character isn’t being hit, their stun bar will slowly drain. Every character has a different amount of stun they can take before becoming dizzy. BufferingLots of modern fighting games have some kind of buffer to make combos easier, but chaos code has by far the largest input buffer because it’s buffer is infinite. If you hold down a button and stick direction the game will hold onto that input until the first possible moment you could act, then it’ll do it. This makes a lot of combos that would be otherwise really hard very simple, and outside of combos it can be helpful when trying to time an action to happen as soon as you’re done blocking, or when trying to recovery as soon as possible.
But, it’s important to know that the buffer only works on single inputs. That is, you can’t input 236B (down, down-forward, forward, and the B button) and hold down the button to get a Blue Sphere Break, the game will instead only buffer the final input of 6B (forward and B). This also means if you move the stick around after holding a button you’ll confuse the buffer and end up losing that move. So if you’re trying to buffer a recovery first hold your stick in the direction you want to recover, then press A+B. If you then change your mind and want to recover in a different direction let go of A and B, move the stick to the new direction, then press A and B again.Super jump cancelingIt might seem like Chaos Code doesn’t have a lot of jump cancelable moves, but actually any attack that’s special cancelable is also super jump cancelable.
The thing is that there are no grounded normals that are regular jump cancelable. So if you want to jump cancel a grounded move always input a down direction first, then jump.OTGs and bouncesSome moves cause extended knockdown/bounce states that can be comboed off of. This is usually how most characters start combos. If you’re just starting out and want to find something to do on hit, try experimenting with your character and look for anything that seems to cause a bounce or a long knockdown, then see if you can hit the opponent before they recover.
If you’re unsure about your timing remember that you can buffer a move infinitely. If you’re unsure about what would work as an OTG (off-the-ground) to hit a knocked down opponent look for something that hits very low and is fairly fast (for most characters 2A(crouching A) or 2B(crouching B) should work). But also keep in mind that not every knockdown can lead to an OTG, so if it doesn’t seem to lead into anything, it probably doesn’t.Taking advantage of a knock downWhen an opponent is knocked down, you typically have a lot of time to both move close to them, and to start pressure.
Because you have so much time, moves that are otherwise too slow to use on a defending opponent can be started while they’re still knocked down and then hit them as soon as they wake-up. This is called a “meaty attack” and is part of the larger concept of pressure done on a knocked down opponent, or “okizeme” (often abbreviated as “oki”). Cait&Sith and Catherine are examples of characters who have strong Okizeme, since they can force you to block Sith or Bells as you wake up. Most characters have something they can do for okizeme, even if it’s not extremely strong it’s still useful for limiting an opponent’s options.Dealing with reversals on wake-upReversals (also known as DPs or “Dragon punches”) are moves that have invincibility on startup, it’s common for people to do them when getting up from a knocked down state since that’s a simple way to beat a meaty attack. Invincible moves are usually punishable on block, so waiting and blocking is the simple, universal way to beat them. But, it’s possible to do both a meaty and avoid a reversal with a technique called a “safe jump”. Most DPs are slightly angled which means if you space your jump attack either directly above an opponent or slightly behind them their DP will often whiff.
This will differ from reversal to reversal and will likely not work against Tactical Guard as well as some other moves who’s hitboxes are simply too large to avoid like this. But it’s still an important technique to be aware of. Another form of safe jumping utilizes the fact that jump attacks are canceled very soon after landing, so doing one very close to the ground right as the opponent gets up can let you hit them if they do nothing, or land during the startup of their reversal and block it if they DP. This doesn’t work against very fast reversals, since they’ll tag the recovery of landing, but against slower ones it can be more reliable than spacing out a meaty.Dealing with hit/throw mix-upsTeching grabs can be hard, since if the opponent doesn’t grab you and tried to tech you’ll end up whiff a grab and likely get counter hit, and counter hits hurt a lot! But if you input A+C+D the game will prioritize Tactical Guard over the grab whiff. With this input, if you get grabbed you’ll tech it, if you get hit Tactical Guard will activate, and if nothing happens you’ll lose half a bar and whiff a tactical guard. Whiffing TG isn’t great, but it’s better than whiffing grab!
This won’t work against command grabs since you can’t tech those, and it will lose to an opponent delaying an attack since TG still has recovery, so it’s not foolproof, but it’s still a strong tool to keep in mind.Air dash break & “empty hops”When you do an air dash you lose all your vertical momentum and instead gain a lot of horizontal momentum. When you do an attack out of that air dash you lose all your horizontal momentum and instead start falling. That means at any time in the air you can air dash and then hit a button to immediately start falling (with some slight momentum from the air dash). If you do this as soon as you IAD, you can cause very fast falling overhead attacks for your opponent to deal with. And if you find an attack that will whiff against an opponent you can use it to get that falling momentum without sticking out an attack, which can then let you land and hit your opponent with a quick low or throw them. This is a strong mix-up since it’s hard to actually react to weather or not the attack that was done in the air will hit or not.
A good example of a move that can create this “empty hop” situation is Rui’s j.4B(while jumping hold back and hit B) which only has a hitbox behind Rui’s sprite.Understanding frame dataYou might hear terms like “frame advantage” “active frames” or see things like “-3” and be confused, but don’t worry, despite seeming very mathy, frame data is very easy to understand. First you need to know what a frame is. Chaos Code runs at 60 frames per second (or should at least), so “frame” is used as a measurement of time which is equal to one sixtieth of a second.
Moves are broken down into 3 parts: Startup, active, and recovery. Startup frames are frames before the attack can hit, active frames are frames where the attack can hit, and recovery frames are frames after the attack has hit. Startup also encompases the first active frame. Frame advantage is the concept of being able to act before your opponent, so if a move is +5, that means you have 5 frames to do something before your opponent can do anything. Alternatively, if a move is -5 that means your opponent can do something 5 frames before you can do anything.So if you’re at -5, and your opponent has a move that’s 5 frames or faster, they can hit you and you cannot block.