Chaos Code/MG Hikaru

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Hikaru powers up by waiting in line for a limited edition figure and finally getting it. Quietly insane.

Run vs Step


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 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.




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.


Same as above, only with 236K.


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



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.


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.


Rejump variant


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.

Command Normals

Turned Drop Kick - 6B

A jumping overhead kick. Can cancel into 214K.

Flash Assault Kick - 6D

A step kick which can be cancelled into from any ground normal except f.D.

Special Moves

Houzankou - 41236P

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.

Kisei Sanrengeki - 623P

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

Soukyuuha - j.214K

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.

Sououshou - 214P

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

special - input
special - input

Ultimate Chaos

super - input
super - input

Extra Ultimate Chaos

super - input
super - input

Destruction Chaos

super - input



  • 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)
MG Hikaru
Celia II Kai
Cait & Sith