Chaos Code/MG Hikaru

From Mizuumi Wiki
< Chaos Code
Revision as of 12:35, 5 August 2013 by Agrajag (talk | contribs) (Normal Moves)
Jump to navigation Jump to search


Run vs Step


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 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.




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.


Same as above, only with 236K.



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.


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.


Variant of the above

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 be linked into 214K.

Flash Assault Kick - 6B

A step kick which can be linked from any ground normal except f.D.

Special Moves

special 1 - input
  • A ver
  • C ver
  • ex ver (EX)
special 2 - input
special - input
special - input

Extra Specials

special - input
special - input

Ultimate Chaos

super - input
super - input

Extra Ultimate Chaos

super - input
super - input

Destruction Chaos

super - input



  • 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)
Chaos Code -New Sign of Catastrophe-



HikaruKagariCatherineBravoCerberusHermesCeliaCait & SithVeinRuiCthyllaCelia IIMG HikaruKudlak-SinRayLupinus