« Chaos Code Location Test Videos & Info »


Chaos Code is an upcoming fighting game developed by Australian company, FK Digital and published by ARC System Work. You may have seen a post here and there about it in the past, and it was supposed to come out this month. Though it hasn't been released yet, a location test for the game is currently underway and a handful of videos have surfaced giving us a better idea what this game is all about.
Jeff sent in these videos courtesy of ReXXXSoprano and also some gameplay notes, check out everything after the break!
GAMEPLAY NOTES
Rundown of the game, partially quoted from a post by Hecatom on dustloop. Old info, so some of it may have changed by now:
-ASW is publishing the arcade version, so hopefully it is bound for a good console release eventually. It was originally planned as a PC game.
-Double jump, airdash
-ABCD, buttons like kof, Light Punch Light Kick Heavy Punch Heavy Kick
-Gatlings from A to B to C to D generally.
-Has KOF rolls
-Has a dizzy meter
-Before each battle, you must "select your bounce", i.e. choose between the Step (dash) and Run abilities. The Step can be cancelled into (attack -> Step), thereby eliminating some recovery time, while the Run can be cancelled from (Run -> attack or High Jump), allowing a character to move in on the opponent more easily.
-Next, you are given your choice of two Extra moves out of a total of four. Each character has two Extra special moves and two Extra Ultimate Chaos moves (Level 1 Super moves) to choose from.
-Has EX moves
-KOF esque ground ukemi it seems? Described as hitting roll right when you're about to touch the ground, so probably like in KOF.
-Air teching
-Alpha counter or a super armor attack or something?:
Tactical Guard
CD (requires half a stock of Chaos Gauge; can be done in the air)
If your character absorbs an attack, he/she will automatically counterattack.
-Guard Break Attack
f+CD (requires one stock of Chaos Gauge)
This move will break an opponent’s guard and can be cancelled into from normal moves.
-EX special move
special move motion +AC/BD (requires half a stock of Chaos Gauge)
Not every special move has an EX version, and none of the Extra special moves does.
-Exceed Chaos
BC (requires three stocks of Chaos Gauge; can be cancelled into from normal and special moves)
Upon the activation of Exceed Chaos, the Chaos Gauge begins to drain until it reaches zero. EC carries several benefits:
1) The dizzy meter empties instantly
2) Gradual life recovery
3) All attacks become cancellable
4) All moves which use Chaos Gauge consume a portion of the timer, the amount corresponding to their normal gauge cost (allowing for otherwise impossible combos, such as special move -> Chaos Cancel into Ultimate Chaos -> Chaos Shift into normal move -> Ultimate Chaos or EX special move…)