Difference between revisions of "Chaos Code/MG Hikaru"

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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.
 
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.
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'''5A>5B>cl.C>cl.D>6D>214A>5B>6B>214BD>cl.C>cl.D>hjc>jC>jD>ender'''
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Variant of the above
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'''623P>IAD j.B>j.D>5A>5A>cl.C>236B>5A>cl.B>5A>f.C>236B'''
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Command throw starter.
  
 
= Move List =
 
= Move List =

Revision as of 13:14, 5 August 2013

Introduction

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.


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>hjc>jC>jD>ender

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.


2A - Mid. Cancelable.


cl.B - Low. Cancelable.


5B - Mid. Cancelable.


2B - Low. Cancelable.


cl.C - Mid. Cancelable.


5C - Mid. Cancelable.


2C - Mid. Cancelable.


cl.D - Mid. Cancelable.


5D - Mid. Not cancelable.


2D - Low. Not cancelable.


j.A - High. Cancelable.


j.B - High. Cancelable.


j.C - High. Cancelable.
j.D - High. Cancelable.


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


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.Template:CCColors
  • 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)
General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus