Chaos Code/Hikaru

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Profile-hikaru.jpg

Introduction

Health : 30 0000 Stun : 100

The protagonist of Chaos Code. A hyperactive Otaku with a strong sense of justice. He makes it his business to buy the latest in limited edition figures and other Akihabara merchandise. He is also ranked Sub Lieutenant in the Earth Union military. Hikaru is given the mission to retrive the Chaos Code, and prevent Kurenai's special agent Kagari from interfering with their agenda.


Hikaru is a very solid all around character who seems unorthodox at first, but becomes easy to use once you get the hang of his tools. A recommended choice for both beginners and advanced players.

Run vs Step

Hikaru can use both bounces with no trouble at all. The decision is all dependent on your playstyle.

Run

Running with Hikaru is a good choice. Run can be used to chase down your connected Buster Knuckle to extend your combos from midscreen to corner. It is useful in some matchups where he has to keep up with an opponent with high mobility.

Step

Step gives Hikaru many mixup opportunities during pressure strings. Combining step canceled normals with Shadow Tornado Fang can make Hikaru a mobile force to be reckoned with.

Move List

Normal Moves

Move Startup Block Adv Guard Cancel CH
Properties
Notes
5A
Hikaru5A.png
6f +1 HL Yes - Primarily used as an emergency anti-air due to its speed and decent hitbox. Whiffs on most crouchers though.
2A
link=media::Hikaru2A.png
6 +4 HL Yes - It's very useful for stagger pressure, since it is fast and links into itself for easy confirms
cl.B
HikaruclB.png
5f 1 L Yes - Be alert when this attack does hit as it is very hard to link into any other move due to its very low hitstun: when it hits, you'll have to immediately cancel it into another attack to get a proper confirm
5B
Hikaru5B.png
8f -6 HL Yes - Quite a fast move with a decent reach, good in footsies but there isn't anything really exceptional about it. Needs to be immediately canceled for combos.
2B
Hikaru2B.png
7f +2 L Yes - It's a basic low-hitting move with okay range. Good for stagger pressure since it'll hit opponents trying to upback. This move is really good for picking up opponents from a ground bounce or OTGable knockdown.
cl.C
HikaruclC.png
11f +0 HL Yes Stagger Good damage and stun for combos, make sure you don't accidentally get far C though. It looks like it might be a good anti-air but in practice it's not so great.
5C
Hikaru5C.png
11f -8 HL Yes Stagger Decent range and a good hitbox. It's not very good on block or whiff so try not to whiff it and cancel it into something if it connects.
2C
Hikaru2C.png
7f -6 HL Yes Stagger A great normal all around. Great for confirms, good in combos and solid anti-air to stop jump-ins and catch air techs. Just don't whiff it.
cl.D
HikaruclD.png
6f -2 HL Yes Stagger This thing is real fast and it's barely negative. It'd be a godlike normal if it had better range and wasn't a close normal. As it is it's good in combos and for punishes.
5D
Hikaru5D.png
13f -5 HL No Stagger Pretty standard 5D, works as an anti-air although it's a bit slow. It can be good for counterhit fishing but you don't get anything on normal hit.
2D
Hikaru2D.png
13f -2 L No Launch Hits low, grants a hard knockdown and has decent range but cannot combo into anything, except from a counter hit. It's slightly negative on block, but really punishable on whiff, so be careful when you throw it out. It's mainly used as a combo ender and mid-range whiff punisher.
j.A
HikarujA.png
6f - H Yes - This is mainly used to start a double jump air combo. Don't try to use it as an overhead, as this whiff on crouchers in almost any situation. Works okay as an air-to-air
j.B
HikarujB.png
6f - H Yes - Lots of active frames and Hikaru's best overhead out of an IAD. You can get it to cross-up similar to kyo j.B from KOF.
j.C
HikarujC.png
10f - H Yes Stagger Another good jump-in. Being a heavy normal it's got good hit/blockstun and it's better at beating anti-airs than j.B.
j.D
HikarujD.png
9f - H Yes Stagger More of a dedicated air-to-air than any of his other normals. It can work as a jump-in but j.B and j.C have much better hitboxes for that.

Command Normals

Move Startup Block Adv Guard Cancel CH
Properties
Notes
Revolving Drop Kick
6B
Hikaru6B.png
22f(raw) 19f(canceled) -11 H(raw) HL(canceled) Yes - has more hitstun than other normal moves, so this is an important juggle tool
Charging Kick
j.3B
Hikaruj3B.png
12f - H Yes - Causes a ground bounce on grounded hit, causes a juggle state on air hit. Can be used to change your air momentum, but it's main use is mid combo.
Double Dragon (1)
6D
Hikaru6D.png
14f -3 HL only to 6DD - Only sees some situational use in neutral, as Hikaru is airborne for a few frames. Despite its good range, it's a very high risk/low reward move to use since you can't cancel it into anything except 6DD
Double Dragon (2)
6DD
Hikaru6DD.png
9f -2 HL no - If you're close enough to the corner it causes a wallbounce, which you can use to extend combos

Special Moves

High-Grade Knuckle - 236+P

A flying knuckle similar to Rock Howard from Mark of the Wolves.

  • A version

Has a short distance. This will almost always be used after Quake Crushing Fist to get your combos started.

  • C version

Travels farther than the A version. Knocks the opponent back. Punishable from point blank, but hitting it from max range will give you a slight frame advantage on block. Counter hit causes a wall bounce that can be easily followed up. Good for punishes and Exceed combo starters.

  • Buster Knuckle - (EX)

Fast startup. Goes the same distance as the C version. Useful for extending your combo in the corner. One of Hikaru's best tools for punishment. Hard to punish in most situations due to it's almost non-existent recovery frames.

Thunderstrike Kick (Raida Kyaku) - 623 + K (Air OK)

An anti-air kick which travels at a 60 degree angle. This special move is your combo ender for jump combos.

  • B Version

A fast 1-hit kick. Its fast startup makes it a good anti-air for when 2C won't reach high enough. Be careful though, it is unsafe on block and doesn't have any invincibility frames.

  • D Version

A slower 2-hits kick that travels higher. The first hit is untechable whereas the second is air techable. It has a bit of invulnerability from the startup to the first kick so it can be used as a DP. Don't forget that the poor invulnerability causes it to trade or lose to quite a few moves, and the awful recovery leaves you completely at the mercy of the opponent.

  • EX version.

Same as the B version, but with a second kick for an additional hit. Gives a hard knockdown.

Blue Sphere Break (Soukyuha) - 236 +K

Hikaru throws an arching fireball with his leg.

  • B version

The projectile arches down and stays around ground level

  • D version

The projectile goes down and then rises up. It will leave the screen before actually hitting if Hikaru is fullscreen. knocks the opponent back.

  • EX version

Throws an anti-air fireball followed by a fireball at ground level. The arc of each projectile is slightly different from their meterless counterparts. The second projectile launches letting Hikaru get combos in the corner. Also good to counter single hit projectiles.

Blast Triple Kick (Neppu Sanren Kyaku) - 214 + K

Triple kick combo. Does not have an EX version

  • B version

2 low kicks followed by a mid kick. last hit is techable but safe on block. Only useful in specific juggles.

  • D version

The mid kick is replaced by an overhead. This is ridiculously unsafe and telegraphed so it's not good as a mixup tool. Last hit causes a ground bounce that cannot be followed up without using a super cancel or Exceed cancel.

  • EX version

The final hit wall bounces and can be followed up if you're at the right spacing. Will combo off of a midscreen grab as well.

Extra Specials

Shadow Tornado Fang( Zanei Senpuuga) - 214 + P>P or K

Hikaru quickly back dashes away, then dashes forward again. A version has faster startup than the C version, but the C version has the most distance.

  • The A version of the second input delivers a knuckle that hits mid, if you hit A again Hikaru will deliver a kick that launches the opponent away.
  • B version unleashes an overhead kick which causes an otgable knockdown, causes a ground bounce on counter hit.
  • C version gives a double fisted punch that wallbounces near the corner.
  • D version is a sweep which can be then canceled into another one of the followups (hitting A will give you the kick and not the punch).
Quake Crushing Fist(Resshin Houken) - 623 + P

A backhanded fist which knocks the opponent up. Useful for extending combos.

Ultimate Chaos

Spinning Tiger Assault Kick (Honshin Koshu Kyaku) - 214214 + K

"Waaaatahh!" Hikaru steps back a bit, then unleashes a strong flying kick surrounded in a Tiger shaped aura. This super wall bounds when near the corner so it's very useful for normal and Exceed combos

Sky Break Thunderstrike Kick (Tenshou Raida Kyaku) - 236236 + K

Hikaru spins in the air with a series of kicks. Knocks the opponent down with the last hit. Can be Chaos Shifted.

Extra Ultimate Chaos

Swoop Charging Kick(Kyokou Totsugeki Kyaku) - j236236K

The super version of his divekick. Releases a vertical energy wave that hits three times when he lands. Note that Hikaru himself doesn't have an hitbox, so if he is in the corner, the energy wave may be offscreen and not connect properly. If any of the hits connects, the opponent enters a freefall state which can be easily followed up.

Splitting Break Touch of Curse(Reppaten Jutotsu) - 6321463214P

Hikaru punches the opponent a bunch. He punches them so hard that for a while afterwards (until they stop blinking) hikaru will do an extra 20% damage.

Destruction Chaos

Super Divine Combination Strike - 23663214 + PP

A run of the mill Ranbu which does around 60% damage on it's own. Not really useful in most practical situations.

Combos

most of hikaru's more advanced routes revolve around confirming into 6B and then super jump canceling into his j.3B command normal. This is a bit difficult but it's ultimately very rewarding.

2B > 5C > 6B > 214A~D~B > 2B > cl.C > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.B > j.C > j.D > j.623D/j.623BD

Corner route that avoids using j.3B or any metered extensions. You can use this at some midscreen spacings too, if you use D~C instead of D~B for the dandy step followups then run up to capitalize off the wall splat.

2B > 5C > 6B > sjc > j.236236K > 214A~A > 2C > cl.D > sjc > j.C > j.D > land > cl.D > 236AC > 6B > 214C~D~B > 2C > 6B > sjc > j.C > j.D > land > cl.D > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.623D(1)

video example Confirm off of air super. The rejumps all require delays inbetween buttons, the combo can be ended at any of those points instead of extending it so much if you have trouble.

2B > 5C > 6B > sjc > j.236236K > cl.D (whiff) > cl.D > sjc > j.C > j.D > land > cl.D > sjc > j.C > j.D > land > 5A > cl.C > sjc > j.C > j.D > j.623D(1)

video example Alternate version of the above, doesn't require the 214P extra move

2B > 5C > 6B > sjc > j.236236K > cl.D (whiff) > cl.D > 236AC > 236AC > 2C > cl.D > sjc > j.C > j.D > land > 5A > cl.C > sjc > j.A > j.C > j.D > j.623D(1)

video example Another alternate version that works corner to corner.

2B > 5C > 6B > sjc > j.236236K > cl.D (whiff) > 214A~A > 2C > cl.D > sjc > j.C > j.D > land > cl.D > sjc > j.C > j.D > 5A > sjc > j.A > j.C > j.D > 236236K > 6B > 214C~D~B > 2C > 6B > sjc > j.C > j.D > land > cl.D > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.623D(1)

video example Another alt version that uses 214P and an extra super.

2B > 5C > 6B > sjc > j.3B > 2C > cl.D > 6B > 236AC > 6B > 214C~D~B > 2C > 6B > sjc > j.C > j.D > land > cl.D > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > 623D(1) > exceed > 236B > 236236K > chaos shift > j.3B (whiff) > 236C > 236236K > j.3B (whiff) > 236C > 236236K > chaos shift > j.3B (whiff) > 6B > 214C~B > cl.D > 214A~A~B > 2A > 6B > sjc > j.C > j.D > land > cl.D > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.623D(1)

video example exceed combo

2B > 5C > 6B > 236BD > 2C > sjc > j.C > j.D > cl.D > sjc > j.C > j.D > 2A > cl.C > sjc > j.A > j.C > j.D > 623D(1) > exceed > 236B > 236236K > chaos shift > j.3B (whiff) > 236C > 236236K > j.3B (whiff) > 236C > 236236K > chaos shift > j.3B (whiff) > 6B > 214C~B > cl.D > 214A~A~B > 2A > 6B > sjc > j.C > j.D > land > cl.D > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.623D(1)

video example Corner exceed combo

Colors

Notes:

  • Console Versions: 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.
  • Hikaru and MG Hikaru can not choose the same color when fighting 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
HikaruA.png
HikaruB.png
HikaruC.png
HikaruD.png
R1 + A Button R1 + B Button R1 + C Button R1 + D Button
HikaruSA.png
HikaruSB.png
HikaruSC.png
HikaruSD.png
  • A Button: Normal version
  • B Button: Shiro Emiya (Fate/Stay Night)
  • C Button: K' (The King of Fighters)
  • R1+A Buttons: Accelerator (A 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
General

ControlsFAQTiersHUDSystemTrophies

Characters

BravoCait & SithCatherineCeliaCelia IICerberusCthyllaHermesHikaruKagariKudlak-SinMG HikaruRuiVeinLupinusRay