Difference between revisions of "Chaos Code/MG Hikaru"
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− | '''5A>5B>cl.C>cl.D>6D>214A>5B>6B>214BD>cl.C>cl.D> | + | '''5A>5B>cl.C>cl.D>6D>214A>5B>6B>214BD>cl.C>cl.D>hjc9>jC>jD>5A>ender''' |
− | + | Rejump variant | |
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+ | |||
+ | '''5A>5B>cl.C>cl.D>6D>214A>5B>6B>214BD>cl.D>hjc9>jB>jC>jD>land>jA>jB>jC>jD>djc>jB>jC>jD''' | ||
+ | |||
+ | Rejump with double jump combo variant. Delay the initial j.BCD as much as possible in order to connect the j.A rejump. | ||
Revision as of 07:22, 13 August 2013
Contents
Introduction
Run vs Step
Run
MG's run isn't really special from any other run. He even has the same speed as Hikaru (v.1.02), so preference in movement is the only deciding factor.
Step
Step canceling into MG's command throw (623+P) is very easy to do and should be always be on your mind during pressure. It's also ground based and very fast on it's own. f.C and cl.D can also be step canceled which gives him an advantage in footsies in some matchups. An ideal choice if you want to maximize MG's efficiency.
Combos
Midscreen
5A>5B>5C>5D>6D>41236P
Basic combo. Using the A version of 41236+P leaves your opponent standing for a mixup opportunity with something as simple as a command throw.
5A>5B>5C>5D>6D>236K
Same as above, only with 236K.
Corner
5A>5B>5C>214A>5A>5B>5C>6B>EX214K>5A>5A>5C>236B
214A helps extend the combo, and forces a crouching opponent to stand. 236B as an ender gives you corner space for a crossup opportunity with j.D.
5A>5B>5C>214A>5A>5B>5C>6B>EX214K>5A>5A>2C>hjc>j.B>j.C>j.D[j.236236K]
Similar combo from above, but changes after the EX214K for an air combo that does decent damage if you chose j.236236K as an extra UC.
5A>5B>cl.C>cl.D>6D>214A>5B>6B>214BD>cl.C>cl.D>hjc9>jC>jD>5A>ender
Rejump variant
5A>5B>cl.C>cl.D>6D>214A>5B>6B>214BD>cl.D>hjc9>jB>jC>jD>land>jA>jB>jC>jD>djc>jB>jC>jD
Rejump with double jump combo variant. Delay the initial j.BCD as much as possible in order to connect the j.A rejump.
623P>IAD j.B>j.D>5A>5A>cl.C>236B>5A>cl.B>5A>f.C>236B
Command throw starter.
Move List
Normal Moves
5A - Mid. Cancelable.
Pretty standard 5A, range is a bit short. Good for stopping careless IAD rushdown, guardbreaks, etc. Links off of 214A. |
2A - Mid. Cancelable.
|
cl.B - Low. Cancelable.
|
5B - Mid. Cancelable.
Great reach, quite useful in neutral. Links off of 214A. |
2B - Low. Cancelable.
Standard low hitting light normal. Links into 2A and itself on hit. |
cl.C - Mid. Cancelable.
Great combo filler, combos off any light normal. |
5C - Mid. Cancelable.
Also good combo filler, will combo off light normals just like cl.C, though the timing is a bit tighter. |
2C - Mid. Cancelable.
Great anti-air normal, high jump cancel into an air combo on hit. Throw it out as early as possible. Be careful to avoid using it during ground combos, it has terrible horizontal range and will probably get you killed. |
cl.D - Mid. Cancelable.
Use in combos after cl.C. If you end up too far away for this, chain directly from cl.C into 6D instead for stability. |
5D - Mid. Not cancelable.
|
2D - Low. Not cancelable.
Guile sweep. |
j.A - High. Cancelable.
His highest hitting air normal, used mostly in air-to-air situations. |
j.B - High. Cancelable.
|
j.C - High. Cancelable.
Not a bad jump-in, beware of long startup though. |
j.D - High. Cancelable.
One of MG Hikaru's best normals. Has uses in air-to-air, as a jump-in, for crossing up, pretty much anything. |
Command Normals
Turned Drop Kick - 6B
A jumping overhead kick. Can cancel into 214K.
Flash Assault Kick - 6D
A step kick which can be cancelled into from any ground normal except f.D.
Special Moves
special 1 - input
|
Kisei Sanrengeki - 623P
No difference between A and C versions. Uncomboable command throw, gives excellent corner carry from anywhere on the stage. |
Soukyuuha - j.214K
Foot ray. Main difference between B and D version is that D will stop your aerial momentum, which makes repeatedly doing tk j.214D great for building meter. D version, however, is too slow to combo off anything besides 6B grounded hit. EX version stops your momentum like the D version, but has B's startup, hits three times, and juggles them into the air. |
Sououshou - 214P
Overhead chop. A version will combo from heavy normals and force them into a standing position. C version won't combo naturally from anything, but ground bounces. |
Extra Specials
special - input |
special - input |
Ultimate Chaos
super - input |
super - input |
Extra Ultimate Chaos
super - input |
super - input |
Destruction Chaos
super - input |
Colors
Notes:
- PS3 Version: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.
- MG Hikaru and Hikaru can not choose the same color when facing each other. If the same color is chosen, the player who chose second will be automatically given the next color in the lineup.
A Button | B Button | C Button | D Button |
---|---|---|---|
R1 + A Button | R1 + B Button | R1 + C Button | R1 + D Button |
- A Button: Normal version
- B Button: Shiro Emiya (Fate/Stay Night)
- C Button: K' (The King of Fighters)
- R1+A Buttons: Accelerator (Certain Magical Index)
- R1+B Buttons: Sol Badguy (Guilty Gear)
- R1+C Buttons: Arsene Lupin (Lupin the 3rd)
- R1+D Buttons: Gundam Meikyou-Shisui mode (Gundam Wing)