Chaos Code/MG Hikaru

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Profile-mghikaru.jpg

Introduction

Stun: 85

A man who suffers in silence while waiting days in line for a limited edition figure, he is also the man who will show the world the power of moe, and will help usher in a new age of peace using this power. With his newly formed resolve, nothing will stand in his way!

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.

623P>iad>jB>jD>cl.C>sjc>jC>jD>5A>etc

Generic midscreen command throw combo. Delay the jC jD part as much as you can, it's tough.

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. Just like j.C this move has long startup, and comparatively it does not hit as deep.

Command Normals

Turned Drop Kick - 6B

A jumping overhead kick. Can cancel into 214K.


Flash Assault Kick - 6D

A step kick that moves forward, which helps a lot with combos. Be careful of doing this on block predictably because it is not fast enough to be seamless on block.

Special Moves

Houzankou - 41236+P

Spinning backfist. A version leaves them standing, C version knocks them away. EX version is his only real non-super reversal, but also gives pretty good corner carry and wall slams, not a bad way to spend some meter in midscreen combos.

Bright Star Triple Attack (Kisei Sanrengeki) - 623+P

No difference between A and C versions. Uncomboable command throw, gives excellent corner carry from anywhere on the stage.

Blue Sphere Break (Soukyuuha) [Retsu] - j.214+K

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 raw 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.

Fast Press Slap (Sououshou) - 214+P

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

Whirlwind Slice Kick (Shippuu Sokutou Kyaku) - 236+K (Hold D for feint)

Sweet Chin Music. Wallslams. D version hits 3 times. B version can be used as anti-air in some situations.

God Speed Punch (Kami Jinken) - 214+K (Can be held)

A punch that has massive amounts of super armor and is mostly used as a defensive tool. Good for getting easy counter hits.

Ultimate Chaos

Burst God Fist (Bakunetsu Shinken) - 236236+P

A combination of Hikaru's Quake Crushing Fist (623+P) and High-Grade Knuckle (236+P). The High-Grade Knuckle only happens if the Quake Crushing Fist hits and also has wall slamming properties.

Lightning Blue Sphere Break (Inazuma Soukyuuha) - 236236+K

MG Hikaru kicks a wave of Soukyuuha at his target. 9 hits.

Extra Ultimate Chaos

Shin! Meteor Tiger Assault Kick (Shin Ryuusei Koshuu Kyaku) - 2141236+K

Three kicks. The first is a slide that must be blocked low. The second is a roundhouse with air unblockable properties. The final kick only happens if the second successfully hits.

Electrical Phoenix Thunderstrike Kick (Denou Raida Kyaku) - j.236236+K

Divekick that hits 4 times. An easy to use yet effective air combo ender which gives a hard knockdown.

Destruction Chaos

Congregation Awakening -End of the Great Providence- (Shinto Kakusei -Ooinaru Kago no Shuuen-) - 2363214+PP

MG Hikaru starts off with an one-inch punch. He then knocks the opponent in the air, turns gold and finishes the job with a flurry of punches. Final hit ends in an explosion. 25 hits.

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
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 (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