Chaos Code/Hikaru

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Profile-hikaru.jpg

Story

A hyperactive Otaku with a strong sense of justice. He's given the mission of retrieving the Chaos code for the Earth-Union military who want to use it for something villainous. Hikaru, unaware of his boss's evil plans, sets out to find the chaos code.

Playstyle

Health : 30 0000 Stun : 100 Full hitboxes

Hikaru has a typical shoto style moveset, but his focus isn't on the normal space control shoto playstyle. Instead he wants to get in and apply pressure. His damage is very high with a proper conversion and he has a decent set of tools to fish for counter-hits when in neutral. Hikaru is a great character for anyone who wants to land a single counterhit and win the round off of it.

Run vs Step

Run

Running with Hikaru is a good choice. You're often in situations where you need to chase opponents down, either to extend a combo, apply pressure, or just to get in.

Step

Step canceling for surprise tic throws can be pretty scary for Hikaru since he can combo off his normal grab. The faster meter gain is also very helpful since EX knuckle is such a powerful tool.

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

Move Startup Block Adv Guard CH
Properties
Notes
High-Grade Knuckle
236P
Hikaru236P.png
10f(A)
18f(C)
-7(A)
-10(C)
HL Stagger(A)
Wall bounce(C)
A version doesn't go very far, C version goes further and has more active frames so if you space it right you can make it safe. Mostly a move to cancel out of in combos, but if the C version counterhits it'll lead to a big combo.
Master-Grade Knuckle
236PP
Hikaru236PP.png
10f -6 HL Wall bounce Wall bounces on counter hit and has a really good hitbox. On normal hit and in combos it causes a wall slam that can be comboed from the right spacings/heights. This move is probably hikaru's best tool.
Thunderstrike Kick
623K (air OK)
Hikaru623K.png
3f(B)
8f(D)
4f(ex)
-27(B/D)
-53(ex)
H OTGable knockdown Anti-air kick, good to end air combos with. B version is invun until active, D and ex versions are invun through active frames. So B version is better to use if you want a trade for a combo and D version is better if you think you might get beat out or if you really don't want the trade. Ex version is basically a better D version and it knocks down giving hikaru some oki.
Blue Sphere Break
236K
Hikaru236K.png
13 - HL - Fireball that travels in an arc. B version goes down and stays more or less at ground level. D version goes up. Ex version throws 2 fireballs. Frame advantage depends on spacing, but non-ex versions are usually negative. EX version can also be used to launch opponents for an air combo.
Blast Triple Kick - 214K
214K
Hikaru214K.png
13 -6(B)
-25(D)
-8(ex)
L(first 2 hits)
H(last hit of D ver)
- Tatsu. The heavy version has an overhead in it but it's not a real mix-up. Ex version will wall slam which lets you combo with the right spacing.

Extra Specials

Move Startup Block Adv Guard CH
Properties
Notes
Shadow Tornado Fang
214P
Hikaru214P.png
34f(A)
46f(C)
- - - Hikaru ducks back and then swoops forward. A version is faster, C version goes further back and moves him forward more at the end. There's a unique followup on every button or you can let it fully recover and throw. It has a little invun on startup, but not enough to cover for any of the followups. However it'll evade highs specifically for most of the animation. A version can be canceled after 16f, C version can be canceled after 26f.
Shadow Tornado Fang > A
214P > A
Hikaru214PA.png
8f -5(No followup)
-8(A followup)
-16(D followup)
HL Stagger(no followup) Launch(A/D followup) Has upper body invun until the first active frame, so it can be good for beating out/trading with high hitting moves. It's cancel-able into another of the Shadow Tornado Fang followups by hitting B/C or into one of 2 special kick followups if you hit A/D.
Shadow Tornado Fang > B
214P > B
Hikaru214PB.png
5f -3 HL(first hit)
H(second hit)
Launch(first hit)
Stagger(second hit)
Evades lows, so it can be good for beating out low hitting moves. You can pick up after hitting in the corner making it good for combos.
Shadow Tornado Fang > C
214P > C
Hikaru214PC.png
12f -9 HL Wall bounce Upper body invun until active where it gets full invun for a bit. Wall slams on normal hit which can lead to combos if you have the right spacing. It tends to get low profiled a lot so watch out. Useful as a counter poke.
Shadow Tornado Fang > D
214P > D
Hikaru214PD.png
5f -16(no followup)
-8(A followup)
L Launch Slides forward to give some extra reach. It's not great on it's own, but it can be canceled into either the B or C followup or a kick followup with A.
Quake Crushing Fist
623P
Hikaru623P.png
22f(A)
30f(C)
-8(A)
+2(C)
HL Launch(A) Launches the opponent for a combo. A version is fast enough to be combo'd into pretty easily. C version cannot counterhit.

Ultimate Chaos

Move Startup Block Adv Guard CH
Properties
Notes
Spinning Tiger Assault Kick
214214K
Hikaru 214214k.png
5+4f -49 HL Wall Bounce This super wall bounds when near the corner so it's very useful for normal and Exceed combos. It has a bit of invun so it can be used as a reversal, but it loses it quickly. It travels very quickly as well making it decent at long range punishes.
Sky Break Thunderstrike Kick
236236K
Hikaru236236K.png
2+2f -75 HL Wall Bounce Knocks the opponent down with the last hit. Has invun.

Extra Ultimate Chaos

Move Startup Block Adv Guard CH
Properties
Notes
Swoop Charging Kick
j.236236K
Hikaruj236236K.png
2+2f -14 HL Wall Bounce Releases a vertical energy wave that hits three times when he lands. Can be combo'd after.
Sky Break Thunderstrike Kick
236236K
Hikaru214214P.png
2+2f -14 HL - Hikaru punches the opponent a bunch. He punches them so hard that for a while afterwards (until the stop blinking) he'll do an extra 20% damage.

Destruction Chaos

Move Startup Block Adv Guard CH
Properties
Notes
Super Divine Combination Strike
2363214PP
Hikarulvl3.png
1+2f -29 HL - Level 3. It does a lot of damage but not as much as exceed combos usually. It's easy to confirm into if you don't want to do an exceed, and it wont put you into overheat so it has some use, but not much.

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