Chaos Code/Hikaru

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Profile-hikaru.jpg

Introduction

Health Points : 30 0000 Stun Threshold : 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.


Pros

+ Good staggers and decent jump-ins allow him to run a relatively efficient rushdown game

+ Has a projectile, a dragon punch and a move travelling forward to deal with a variety of situations

+ Has very powerful Exceed combos, and his meterless routes allows him to build meter quickly

+ Excellent corner carry potential.

+ Can efficiently convert from any ground hit without meter thanks to his Extra Special 623P (Quake crushing fist)



Cons

- Lakluster zoning/anti-zoning tools

- Poor reach doesn't allow him to be efficient at footsies

- Unsafe on most of his get-in tools, any miscalculation can be fatal.

- Lacking in the air-to-air department. Lacks good meterless conversions in air-to-air situations

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

5A - Damage : 500 Stun : 2

Properties : Mid.Normal/Special/High jump cancelable

Standard jab, Primarily used as an emergency anti-air due to its speed and decent hitbox. Whiffs on most crouchers though.

2A - Damage : 500 Stun : 2

Properties : Mid.Normal/Special/High jump cancelable

Another classic crouching jab. It's very useful for stagger pressure, since it is fast and links into itself for easy confirms.

cl.B - Damage : 300 Stun : 2

Properties : Low.Normal/Special/High jump cancelable

Hikaru performs a standing low kick. This is by far his fastest low attack. 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 - Damage : 400 Stun : 4

Properties : Mid.Normal/Special/High jump cancelable

Hikaru performs a kick at waist level. Quite a fast move with a decent reach, but there isn't anything exceptional about it. Needs to be immediately canceled into 6B for combos.

2B - Damage : 300 Stun : 2

Properties : Low.Normal/Special/High jump cancelable

Hikaru pokes at the opponent's feet with a small crouching kick. It's a basic low-hitting move with okay range. While it sees some use in pressure, this move is primarily used to pick up opponents from a ground bounce state (i.e from his throw in the corner or his j.3B on grounded opponents)

cl.C - Damage : 800+1000 Stun : 2+7

Properties : Mid.Normal/Special/High jump cancelable

A two-hit shoulder tackle. This move is the best to start a combo from jump-ins or airdash attacks, as it deals a huge amount of damage and stun for a normal move. It also cancels into cl.D and 6B for easy confirms anywhere on the screen. The issue is that if you ever get a far C instead of this, your combo is screwed and you might get punished very hard for your trouble. Despite its animation, this move is not really potent as an anti-air.

5C - Damage :1300 Stun :5

Properties : Mid.Normal/Special/High jump cancelable

Hikaru performs a hook. This move is what you can get by accident when you miscalculate the spacing for a cl.C. It's relatively slow, has a lot of pushback, and can only combo into specials,6B and 5D. It still has some situational uses as a spacing tool but you shouldn't rely on it, as it is reaally punishable on whiff

2C - Damage :1200 Stun :5

Properties : Mid.Normal/Special/High jump cancelable

Hikaru thrusts his elbow upwards. An amazing normal all around. Great for confirms, great for juggles AND an amazing anti-air to stop jump-ins and jump-outs. Also very useful to catch air techs as it hits all around him. You should avoid whiffing this though, as it'll leave you wide open for a very damaging counter

cl.D - Damage :1300 Stun :8

Properties : Mid.Normal/Special/High jump cancelable

Hikaru's obligatory knee to the stomach. This move is a great combo filler, as it floats the opponent less than his other heavy moves. Doesn't see much use anywhere else because of its poor range. Not too bad on whiff, so you won't get punished hard for dropping combos from this.

5D - Mid. Damage :800 Stun :5

Properties : Mid.5DD cancelable on hit, block or whiff

Hikaru's flying roundhouse. 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 5DD. Both of the kicks have a lot of recovery so don't commit to this except if you're 100% sure that this will at least be blocked.

2D - Damage : 1800 Stun : 12

Properties : Low.Not cancelable

Your everyday sweep. Like all sweeps, it 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 - Damage : 400 Stun : 2

Properties : High(overhead).Normal/Jump cancelable

Hikaru performs a downward jab in the air. This is mainly used to start a double jump air combo, as it links from 2A and deep jD. Don't try to use it as an overhead, as this whiff on crouchers in almost any situation.

j.B - Damage : 400 Stun : 2

Properties : High(overhead).Normal/Jump cancelable

Hikaru performs an air knee. Nothing really special about this move, except its lenghty active frames. Mainly used as a combo filler and a decent overhead from IADs

j.C - Damage : 1200 Stun : 6

Properties : High(overhead).Normal/Jump cancelable

Hikaru thrusts his elbow downwards. It has a very good downward hitbox,lengthy active frames and very good hitsun, making it a solid jump-in that always hits both standing and crouching opponents. It's a staple for every air combo in general, so you will use it quite often.

j.D - Damage : 900 Stun : 6

Properties : High(overhead).Normal/Jump cancelable

Hikaru performs a somersault kick. Hands down his best air normal : It hits the whole area in front of him, making it a solid jump-in and a reliable air-to-air. The fact that it comes out very fast makes this your primary mixup tool (IAD jC>jD/2A for standing opponents and high jump IAD jB>jD/2A for crouchers). Use it and never look back.

Command Normals

Revolving Drop Kick - 6B Damage :1200(600 when canceled into) Stun : 5

Exactly what it says. An overhead drop kick that hits high on it's own. Hits mid during a combo. has more hitstun than other normal moves, so this is an important juggle tool

Charging Kick - 3B Damage : 800 Stun : 5

A divekick when it hits causes a ground bounce that can be picked up on grounded opponents. Hitting an airborne opponent will put them in a juggle state instead. Although it can be useful on it's own, it shines the most in mid-combo.

Double Dragon - 5D>D Damage : 800 Stun : 7

A double roundhouse that knocks the opponent fullscreen. If you're close enough to the corner it causes a wallbounce, giving you a small opportunity to extend your combo.

Special Moves

High-Grade Knuckle - 236+P

Damage A: 2200 C: 3500 EX: 2200 Stun A: 8 C: 16 EX: 5

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)

Damage B: 2200 D: 1500 + 2500 EX: 3507 Stun B: 8 D: 8 + 2 EX: 17

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. Useless in 1.01 (arcade 1.02 version) but a good combo ender in 1.02 (NSOC arcade) since there is one more kick that causes a hard knockdown.

Blue Sphere Break (Soukyuha) - 236 +K Damage: B/D: 1500 EX: 1200 + 1200 Stun: None

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 actually puts in a juggle state, so you can use it to style on the opponent. Otherwise mostly used to counter some single hit projectiles.

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

Damage B: 3449 D: 3932 Stun B: 14 D: 14


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 don't ever use it as a mixup tool. Last hit causes a ground bounce that cannot be followed up without using a super cancel or Exceed cancel.


Extra Specials

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

Damage A: 1500 B: 2500 C: 3500 D: 3000 Stun : A: 8 B: 12 C: 12 D: 12

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 and C version of the second input delivers a knuckle followed by a swift kick
  • B version unleashes an overhead kick which causes an untechable knockdown, and can be followed up with a high jump canceled combo. Causes a ground bounce on counter hit.
  • D version is a sweep which can't be extended unless it's a counter hit.

Note : In 1.02/NSOC, the follow-ups work slightly differently :the A follow-up is a punch that can be followed up by the B,C or D moves. B is the overhead kick, C is a punch that knocks back, and D is a short slide when used alone, but a classic sweep when used after the A follow-up.

Quake Crushing Fist(Resshin Houken) - 623 + P

Damage: 1500 Stun: 8

A backhanded fist which puts the opponent in a crumple state on hit. Whatever single-hit move you choose to do next puts them in a freefall state, giving you the chance to start a decent combo. This extra special move is a highly recommended choice for Hikaru players.

Ultimate Chaos

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

Damage: 6400 Stun: none

"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

Damage: 6589 Stun: None

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

Damage : 3932 (3 hits) Stun: None

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

Damage: 5984 (30 hits) Stun: none

A hit/command grab.If Hikaru is close enough, he grabs his opponent, performs an uppercut, then unleashes a flurry of kicks before breaking him with a single touch, effectively reducing his resistance to hits for around 5 seconds. If the opponent isn't in range, Hikaru goes through a whiffed throw animation instead. Note that the initial move has some invincibility, so it can be used as a ballsy reversal (don't miss this though if you want to stay alive). This is a very classic but powerful command grab that goes very well with the "step" bounce and/or Shadow Tornado Fang, as it gives you a lot of opportunities to attempt it. Cannot be followed up by anything without Chaos shift (last hit only).

Destruction Chaos

Super Divine Combination Strike - 23663214 + PP Damage: 13410 Stun: None

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

Combos

Note: Keep in mind that most of Hikaru's BnBs use Quake Crushing Fist (623+P) which is his first extra special move. It is required to force your opponent into a crumple/freefall state, allowing you to get your jump cancels started.

Meterless(without 623P)

2B>2C>2D

A simple combo into sweep.

2B>2C>[6B]>236+P

Combo with High-Grade Knuckle as ender. 6B (Revolving Drop Kick) is completely optional.

2B>2C>[6B]>214+K

Combo with Blast Triple Kick as ender. 6B is completely optional.

2B(>2C)>6B>9hjc>j3B>2B>2C>6B>(9hjc>delay>jA>delay>jC>delay>jD>5A)>9hjc>jA>jC>jD>623D

Optimal midscreen confirm when you don't have 623P as an extra special. you need to be as close as possible for the j.3B to connect.

2B(>2C)>6B>9hjc>j3B>66(run)>2B/cl.D >6B>9hjc>j3B>(2C>6B>9hjc>j3B>)5A>9hjc>jB>jC>jD>623D

Corner variation of the combo above. grants extra stun and damage. If you're not at ease with this one, you can still use the combo above, as it works in the corner too.

Meterless(with 623P)

2A>2B>2C>6B>623P>236A>[IAD>JC>JD>]5A>2C>9hjc>JB>JC>JD>623+D

A simple high jump cancel BnB with Thunderstrike Kick as an ender. The instant airdash>JC>JD after the 236+A is optional.

2A>2B>2C>6B>623+P>236A>6B>9hjc>j.3B>cl.D>6B>9hjc>j.3B>2C>6B>9hjc>jB>jC>jD>623D

Corner combo which uses Charging kick, the divekick command normal. Another 6B is used to get the hard knockdown for the divekick to reach at a reasonable height. delaying the divekick slightly helps with the rest of the combo.

2A>2B>2C>6B>623+P>236A>IAD>JC>JD>9hjc>JB>delay>JC>delay>JD>2C>5A(5C)>9hjc>JB>JC>JD>623+D

Two high jump cancels are needed for this combo to work. Nets a decent amount of damage. 5C does not work directly in the corner.

2A>2B>2C>6B>623+P>236A>IAD>JC>JD>66(run)>cl.D>9hjc>delay>jC>delay>jD>cl.D>9hjc>delay>jB>delay>jC>delay>jD>jump>jA>jC>jD>jc(jump cancel)>jA>jB>jC>jD>623D

Optimized variation of the combo above when run is selected. This is as hard as it looks, but it carries nearly fullscreen and you can stick an Exceed combo after the 623D for almost assured destruction.


EX Skills

Ultimate Chaos

Note : Hikaru is relatively flexible when it comes to spending meter. so you can adapt the following combos to suit your needs (and tastes)

2B>2C(>6B)>236236C/D or 6321463214P

(1 stock) Basic confirm into super. 6B is again, completely optional. if you selected the extra super "Splitting break touch of curse", go for it, since it deals more damage.

2B>2C>6B>9hjc>j236236K>cl.D>9hjc> delay>jB>delay>jC>delay>jD>cl.D>9hjc>delay>jC>delay>jD>jump>jA>>jC>jD>jc(jump cancel)>jA>jB>jC>jD>623D

( 1 stock) Midscreen metered route when j236236K is selected, but not 623P. Incredibly hard but great damage and corner carry.

2A>2B>2C>6B>623P>236A>IAD>JC>JD>cl.D>6B>623D(1)>214214K>2A>6B>9hjc>j3B>2C>6B>9hjc>JB>JC>JD>623+D

(2 stocks) A finnicky corner to corner route. Picking up from 214214K is inconsistent (especially when choosing step), so you can just stop the combo there and enjoy your wall splat into hard knockdown.

2A>2B>2C>6B>623+P>236A>6B>9hjc>j3B>cl.D>6B>9hjc>j3B>2C>6B> 236236C/D

(1 stock) Super ender variation of the meterless corner combo

2A>2B>2C>6B>623+P>236A>6B>9hjc>j3B>cl.D>6B>9hjc>j3B>2C>6B>8hjc>jC>jD>{j236236K>66(run)>623P>cl.D>6B>9hjc>j3B>2C>6B>8hjc>jB>jC>jD}x X

(1 to 3 stocks) The corner Swoop Charging Kick loop. You can repeat the loop as long as you have the meter for it. Does an incredible amount of damage and stun for a non-Exceed combo, This combo is only possible with the run bounce, and the extra moves 623P and j236236K selected.

Exceed Combos

All of Hikaru's of the Exceed combos can just be used after j623D ( 1 hit) or 236C. For clarity, all the combos posted are starting from the Exceed cancelled move onward. feel free to use the combos you are more at ease with before the Exceed cancel

Midscreen routes

Corner routes

j623D(1)/236C>EC>236C>214214K>6CS>J3B>2C>236C>214214k>6CS>J3B>236C>214214K>6CS>J3B>(6B>J3B>)>cl.D>6B>9hjc>j3B>2C>6B>9hjc>jB>jC>jD>623D

This route is the best compromise between damage and ease of execution. just make sure you hit all of the 236x at low height to avoid crossing up the opponent by accident.

EC>236C>214214K>6CS(cross-down)>2C>236C>214214K>6CS(delayed/cross-down)>2C>5D>6B>623D>214214K>2C>5D>9hjc>J3B>(2A)>JABCD>JABCD>623D

Hikaru's most damaging and stylish Exceed route in the corner. Incidentally, it's the hardest so be sure you have some experience with Hikaru's combos before attempting it.

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.
  • 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

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